Why is there no OpenGL on Mac OS X?
- haxmurderer
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Why is there no OpenGL on Mac OS X?
What's the story behind this? The Zandronum 1.0 build doesn't support OpenGL on Mac...
RE: Why is there no OpenGL on Mac OS X?
I think it's probably for one of the reasons described here:
http://renderingpipeline.com/2012/04/sa ... n-macos-x/
http://renderingpipeline.com/2012/04/sa ... n-macos-x/
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RE: Why is there no OpenGL on Mac OS X?
Simpler reason actually. The GZDoom revision we're based off doesn't support Mac OS X. Same reason for no PowerPC support, why the node builder glitches up causing the software renderer to bleed if the map doesn't provide them, why there's no iwad selector, why there's no joystick support, and IIRC why it uses 100% CPU even with cl_capfps turned on.
Last edited by Blzut3 on Tue Dec 04, 2012 10:23 pm, edited 1 time in total.
- haxmurderer
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RE: Why is there no OpenGL on Mac OS X?
Thanks for the details Blzut3!
If I wanted to try hacking on this, does a later GZDoom revision support OpenGL on OS X? (Should I try ripping that code from a later GZDoom and hacking it into Zandronum?)
Or alternatively, do you have any other guidance in case someone wants to take a crack at fixing this?
(I know C++ and I'm not afraid to get my hands dirty. I'm not sure how much free time I have but I'm pretty curious about what the best way forward is.)
Thanks!
Hax
If I wanted to try hacking on this, does a later GZDoom revision support OpenGL on OS X? (Should I try ripping that code from a later GZDoom and hacking it into Zandronum?)
Or alternatively, do you have any other guidance in case someone wants to take a crack at fixing this?
(I know C++ and I'm not afraid to get my hands dirty. I'm not sure how much free time I have but I'm pretty curious about what the best way forward is.)
Thanks!
Hax
RE: Why is there no OpenGL on Mac OS X?
The latest version of GZDoom should work on OS X, but it's not actively compiled or maintained. You can find the GZDoom-OSX fork on Google code which may be more useful. There's also a Cocoa backend in there that may be interesting to backport. If you do that though, you might want to backport it to ZDoom first.
RE: Why is there no OpenGL on Mac OS X?
Digging one up here.. I just got a 2.9ghz i5 iMac. Zandronum is unplayable at any resolution. Just slow as hell. A friend was playing on his MBP just fine about a month ago. What am I doing wrong?
- ibm5155
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RE: Why is there no OpenGL on Mac OS X?
Install windows :B
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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<this post is proof of "Decline">
RE: Why is there no OpenGL on Mac OS X?
Fixed.ibm5155 wrote: Install windows Ubuntu
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ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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- ibm5155
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RE: Why is there no OpenGL on Mac OS X?
Well both works nice with zandronum in opengl, I just don´t know about the drivers from gpu for ubuntu... (even more off, it´s weird, everyone that I saw with a mac computer/notebook was running windows, weird life)
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
RE: Why is there no OpenGL on Mac OS X?
I heard Ubuntu runs very nicely on Macs, and it auto-downloads any drivers it needs.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Why is there no OpenGL on Mac OS X?
I don't want to dual boot. I know Zandronum can run fine on Mac because I've seen it, I just have no idea why its not on mine. Anyone?
RE: Why is there no OpenGL on Mac OS X?
I'm not aware of anything that would negatively affect the performance from one Mac to another. If the high performing Mac is using 10.6 and yours is using 10.7+ then it could be the newer version of SDL.
Also for anyone waiting for OpenGL on the Mac. The developer of GZDoom-OSX has made a pull request, so I guess you'll see it happen a bit sooner. The change set is surprisingly simple since I was personally having huge issues with getting the OpenGL headers working.
Also for anyone waiting for OpenGL on the Mac. The developer of GZDoom-OSX has made a pull request, so I guess you'll see it happen a bit sooner. The change set is surprisingly simple since I was personally having huge issues with getting the OpenGL headers working.
- ibm5155
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RE: Why is there no OpenGL on Mac OS X?
Hmm and it´ll be updated with the newer gzdoom render or they´re only porting the actual render from zandronum and fixing the missing files?
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
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RE: Why is there no OpenGL on Mac OS X?
Music to my ears.Blzut3 wrote:Also for anyone waiting for OpenGL on the Mac. The developer of GZDoom-OSX has made a pull request, so I guess you'll see it happen a bit sooner. The change set is surprisingly simple since I was personally having huge issues with getting the OpenGL headers working.

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RE: Why is there no OpenGL on Mac OS X?
Sweet.. I can live with waiting a bit. I was under the impression no one was interested in doing the work. Is it something I could help with?Blzut3 wrote: Also for anyone waiting for OpenGL on the Mac. The developer of GZDoom-OSX has made a pull request, so I guess you'll see it happen a bit sooner. The change set is surprisingly simple since I was personally having huge issues with getting the OpenGL headers working.
RE: Why is there no OpenGL on Mac OS X?
Just fixing the current renderer.ibm5155 wrote: Hmm and it´ll be updated with the newer gzdoom render or they´re only porting the actual render from zandronum and fixing the missing files?
Be sure to test it once it's pulled and a new build is up is all I can suggest.qoncept wrote: Sweet.. I can live with waiting a bit. I was under the impression no one was interested in doing the work. Is it something I could help with?
RE: Why is there no OpenGL on Mac OS X?
I see the changes were committed, any idea when a build will be released? Thanks!