Please test the latest 1.2 from Mercurial on Mac OS X

So I just pushed a patch for 1.2 that does some serious surgery, but
should fix the incompatibility with Lion.

This was a much bigger change than I wanted it to be. I would appreciate
if people would test this against their projects, 2D and 3D, both on
Lion and earlier versions of Mac OS X.

Reports of success and failure are welcome.

If you aren’t using Mercurial, here’s a .zip file of the current source
code:

 http://treefort.icculus.org/SDL/SDL12-lion-compatible.zip

If you’re using Mercurial, just run “hg update SDL-1.2” to get the
latest 1.2 code (and “hg update default” to go back to 1.3).

Thanks!

–ryan.

I tested this on Snow Leopard 10.6.8 with my game Classic Invaders
which is 2D and uses software surfaces.

In fullscreen mode there was a problem, the screen appears to be
pushed down (see the screenshots at the links provided). I verified
that this doesn’t happen
with 1.2.14.

http://www.noquarterarcade.com/images/screenshot-latest-SDL.png
http://www.noquarterarcade.com/images/screenshot-SDL-1.2.14.pngOn Sun, Jul 17, 2011 at 6:16 AM, Ryan C. Gordon wrote:

So I just pushed a patch for 1.2 that does some serious surgery, but should
fix the incompatibility with Lion.

This was a much bigger change than I wanted it to be. I would appreciate if
people would test this against their projects, 2D and 3D, both on Lion and
earlier versions of Mac OS X.

Reports of success and failure are welcome.


Todd Steinackle
http://www.noquarterarcade.com/

Test on Snow Leopard 10.6.8 on my about-to-be-released game Midnight Mansion HD, and it works fine as far as I can tell. At least on my Dual Core 2 system. (non-64 bit)

Snow Leopard 10.6.8

My system can’t run Lion, so sorry, no idea how it does on that.

hey,

I’ll run the pygame test suite through it tonight on snow leopard.

cheers,On Sun, Jul 17, 2011 at 11:16 AM, Ryan C. Gordon wrote:

So I just pushed a patch for 1.2 that does some serious surgery, but should
fix the incompatibility with Lion.

This was a much bigger change than I wanted it to be. I would appreciate if
people would test this against their projects, 2D and 3D, both on Lion and
earlier versions of Mac OS X.

Reports of success and failure are welcome.

If you aren’t using Mercurial, here’s a .zip file of the current source
code:

http://treefort.icculus.org/**SDL/SDL12-lion-compatible.ziphttp://treefort.icculus.org/SDL/SDL12-lion-compatible.zip

If you’re using Mercurial, just run “hg update SDL-1.2” to get the latest
1.2 code (and “hg update default” to go back to 1.3).

Thanks!

–ryan.

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SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/**listinfo.cgi/sdl-libsdl.orghttp://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

In fullscreen mode there was a problem, the screen appears to be
pushed down (see the screenshots at the links provided). I verified
that this doesn’t happen
with 1.2.14.

Hmm, I bet this is because [NSWindow center] doesn’t actually center
the window (Apple decided it was more visually pleasing to be slight
off-center vertically).

I’ll take a look.

–ryan.

In fullscreen mode there was a problem, the screen appears to be
pushed down (see the screenshots at the links provided). I verified
that this doesn’t happen
with 1.2.14.

This is fixed now in Mercurial, thanks for pointing it out!

–ryan.

Hi,

this is the error when building with xcode 4.1 on Lion.
[BEROR]error: There is no SDK with the name or path
’/Developer/SDKs/MacOSX10.4u.sdk’

I changed a few things in the settings of the xcode project to do with the
version of gcc, and got it to compile.

I also found the old SDKs in /Developer-old/SDKs which I symlinked in.

When building Standard DMG I get this at the end…
""“Error Starting Executable 'Standard DMG’
No executable file specified.
Use the “file” or “exec-file” command.”""

Maybe if I linked the gcc-4.0 from there in it could work too. Not sure.

Dropping the new SDL.framework into /Library/Frameworks, instead of the old
one fails with my old install of pygame.

I’m still having troubles getting pygame to compile with the new SDL that I
made, but I’ll report back once I’ve got it working.

cheers,On Tue, Jul 19, 2011 at 4:37 AM, Ryan C. Gordon wrote:

In fullscreen mode there was a problem, the screen appears to be

pushed down (see the screenshots at the links provided). I verified
that this doesn’t happen
with 1.2.14.

This is fixed now in Mercurial, thanks for pointing it out!

–ryan.

_____________**
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/**listinfo.cgi/sdl-libsdl.orghttp://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Tested 5576. 2D and 3D seem to work OK in Lion and Snow Leopard. 2D frame rate is much lower, in the mid 20’s trying to blit 1440x900 on a core i5. Unfortunate but not surprising.

In Mac OS X 10.4.11, the screen is extremely misaligned vertically after switching from 640x480 to 1024x768 on my PowerBook G4, 2D mode.

GregoryOn Jul 17, 2011, at 6:16 AM, Ryan C. Gordon wrote:

So I just pushed a patch for 1.2 that does some serious surgery, but should fix the incompatibility with Lion.

This was a much bigger change than I wanted it to be. I would appreciate if people would test this against their projects, 2D and 3D, both on Lion and earlier versions of Mac OS X.

Reports of success and failure are welcome.

If you aren’t using Mercurial, here’s a .zip file of the current source code:

http://treefort.icculus.org/SDL/SDL12-lion-compatible.zip

If you’re using Mercurial, just run “hg update SDL-1.2” to get the latest 1.2 code (and “hg update default” to go back to 1.3).

Thanks!

–ryan.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Hi,

the 569 pygame tests pass on OS X 10.7.

I haven’t compared the speed to previous versions, or done any manual
testing.

cheers,On Fri, Jul 29, 2011 at 2:44 AM, Gregory Smith wrote:

Tested 5576. 2D and 3D seem to work OK in Lion and Snow Leopard. 2D frame
rate is much lower, in the mid 20’s trying to blit 1440x900 on a core i5.
Unfortunate but not surprising.

In Mac OS X 10.4.11, the screen is extremely misaligned vertically after
switching from 640x480 to 1024x768 on my PowerBook G4, 2D mode.

Gregory

On Jul 17, 2011, at 6:16 AM, Ryan C. Gordon wrote:

So I just pushed a patch for 1.2 that does some serious surgery, but
should fix the incompatibility with Lion.

This was a much bigger change than I wanted it to be. I would appreciate
if people would test this against their projects, 2D and 3D, both on Lion
and earlier versions of Mac OS X.

Reports of success and failure are welcome.

If you aren’t using Mercurial, here’s a .zip file of the current source
code:

http://treefort.icculus.org/SDL/SDL12-lion-compatible.zip

If you’re using Mercurial, just run “hg update SDL-1.2” to get the latest
1.2 code (and “hg update default” to go back to 1.3).

Thanks!

–ryan.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Tested with Exult and xU4 (for which I needed to build the framework).
Works fine on Lion and SL.
DOESN’T work fine on PPC Tiger, fullscreen is misalligned, not centered but alligned downwards with the lower half not showing.

Apart from this error, are there any plans for releasing SDL 1.2x anymore?

Big problem now with code checked out just two hours ago.
Going into fullscreen in Lion, Leopard and Tiger (PPC) doesn’t “work”, meaning the screen goes gray. Switching back to windowed mode will leave the game window gray :frowning:

The working SDL-1.2 branch (and binary from that date still works correctly) is from July 30th. Something in between killed it :frowning:

how do I move “back in time” with mercurial so I can track which change killed it?

“hg update CHANGESET”

Where changeset is a Mercurial changeset id, like “cf638ceb1f2c” (which,
btw, might actually be the specific changeset that caused the problem).

You might also want to read “hg help bisect”, which automates narrowing
down a range of revisions until you find the one that introduced the bug.

Fwiw, fullscreen is working on Lion here, but I haven’t tested older OS
versions.

–ryan.On 8/26/11 4:27 PM, Dominus wrote:

how do I move “back in time” with mercurial so I can track which change
killed it?

ok, did the bisecting and got to the result (english translation in brackets):

Die erste fehlerhafte Revision ist (First faulty revision):
?nderung(Changes): 5619:8e0dd46ad0e0
Zweig(Branch): SDL-1.2
Nutzer(User): Ryan C. Gordon
Datum(date): Sun Aug 21 10:10:42 2011 -0400
Zusammenfassung(changelog): Don’t allocate a new NSGraphicsContext on every call to QZ_UpdateRects().

I hope this helps, apart from it misbehaving for Exult, I got a report from someone building Dosbox with the same screen of white/gray.

When I revert that change to src/video/quartz/SDL_QuartzVideo.m in current merc, the white/gray screen is no more and instead correct display.

On my PPC machine I’m still having the fullscreen issue I wrote about above.
see http://imageshack.us/photo/my-images/192/windowp.png/ for the windowed mode and http://imageshack.us/photo/my-images/593/fullscreenq.png/ for what it did to the fullscreen mode (I’m controling my Tiger through remote desktop, that’s where the icons in the fullscreen image come from). It worked correctly before the Lion fullscreen fixes landed.

On my PPC machine I’m still having the fullscreen issue I wrote about above.
see http://imageshack.us/photo/my-images/192/windowp.png/ for the windowed mode and http://imageshack.us/photo/my-images/593/fullscreenq.png/ for what it did to the fullscreen mode (I’m controling my Tiger through remote desktop, that’s where the icons in the fullscreen image come from). It worked correctly before the Lion fullscreen fixes landed.

My colleague ended up putting checks in to use the old code path pre-Lion, and the new fullscreen code only when running in Lion. This also avoids the tremendous speed hit with the new code path on older machines.

GregoryOn Aug 26, 2011, at 6:47 PM, Dominus wrote:

My colleague ended up putting checks in to use the old code path
pre-Lion, and the new fullscreen code only when running in Lion. This
also avoids the tremendous speed hit with the new code path on older
machines.

Sigh, we’ll have to do that too, I suppose.

Apple’s tactics to force you to stop supporting older OS releases are
starting to feel welcome. :slight_smile:

–ryan.

Ryan C. Gordon wrote:

Apple’s tactics to force you to stop supporting older OS releases are
starting to feel welcome. :slight_smile:

Yes, one can see what that is good for sometimes :wink:

I forgot to mention, that the PPC problem seems to only show on real PPC machines, running it under Rosetta fullscreen showed the full screen (though take that with a grain of salt, since that was on Leopard running in a VM).

And I forgot to say thanks for pointing me at hg bisect. Thank you :wink:

Gregory Smith wrote:

My colleague ended up putting checks in to use the old code path pre-Lion, and the new fullscreen code only when running in Lion. This also avoids the tremendous speed hit with the new code path on older machines.

Is there a patch for that? At the moment I’m considering to mix match old and new code for PPC and intel binaries but this way sounds interesting for older intel systems/OS X, too.

Is there a patch for that? At the moment I’m considering to mix match old and new code for PPC and intel binaries but this way sounds interesting for older intel systems/OS X, too.

There is, but I was waiting for him to post it because I’m not in a position to answer questions about it. It’s been long enough, I’ll track it down and post it anyway. Might be a few days.

GregoryOn Sep 2, 2011, at 2:06 PM, Dominus wrote:

Hello,

a trackpad Lion issue is has been reported:

"I recently upgraded to lion from snow leopard. Pygame worked very well with
SL, but with the new enhanced features of lion’s trackpad, the pygame mouse
module doesn’t seem to work very well.

The first time I click pygame.mouse.get_pos() works correctly, however any
subsequent clicks (even though the event.type passes MOUSEBUTTONDOWN
criteria) do not show an updated mouse position. A double tap seems to reset
this behavior. Is it something wrong with my pygame configuration? Or is it
to do with pygame mouse module itself?"

Is anyone else able to test with a trackpad and Lion? My trackpad seems to
work on an old model macbook pro… but I know the new trackpads are quite
different, so maybe that’s the issue.

cheers,On Sat, Sep 3, 2011 at 1:42 AM, Gregory Smith wrote:

On Sep 2, 2011, at 2:06 PM, Dominus wrote:

Is there a patch for that? At the moment I’m considering to mix match old
and new code for PPC and intel binaries but this way sounds interesting for
older intel systems/OS X, too.

There is, but I was waiting for him to post it because I’m not in a
position to answer questions about it. It’s been long enough, I’ll track it
down and post it anyway. Might be a few days.

Gregory


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