I am porting my Windows SDL game to Mac OSX Mountain Lion. Well I would love it to support more than just Mountain Lion but that’s another story…
without going into too much detail, idk crap about OSX Cocoa frameworks and getting my SDL project to work in MAC. LUCKILY, i am using an XCode template based off of this guy’s repo, AND IT WORKS:
The only real adjustment I made to the template was gut SDL_main and put the contents of my main function in it now.
somehow i managed to compile all the frameworks i need ie SDL_mixer, image, TTF, SGE, net,
anyways long story short my whole app works in windowed mode but if i try to go fullscreen it just crashes… i tried googling and most people talk about some bs with LION and how SDL 1.2.15 fixed everything. but i am using 1.2.15 and i have this problem…
I also tried compiling a mercurial of SDL 1.2 and tried updating SDL_Image with that as well, (i couldnt see the point of updating the others, even tho i knew that sounds funny to keep old linked frameworks but i got careless)…
anyways
sdfsfsfsdfs
anyone , help would be awesome right about now [Idea]
another update is my basic function call is target = SDL_SetVideoMode( width, height, bpp, flags );
my flags are SDL_HWSURFACE | SDL_HWACCEL | SDL_RLEACCEL | SDL_DOUBLEBUF | SDL_RESIZABLE | SDL_FULLSCREEN
Ye, personally I believe that option should be omitted form the next
release of SDL. There are many applications which I have found that do not
play nice with a OpenGl
window manager and the full-screen flag.On Fri, Jan 25, 2013 at 4:25 PM, bazz wrote:
I found out that those systems outright don’t like to play nice with
fullscreen (OpenGL or not), period. It seems that unless it’s Windows
you’re going to have all sorts of weird issues with fullscreen (not
counting iOS and Android as fullscreen is the only thing they
support).
Do the problems mentioned here still happen with SDL2, though? If I
recall correctly some stuff changed in newer OSX versions that messed
up with fullscreen and had to be taken into account (was that dealt
with already?), although no idea about the details.
2013/1/26, Robert Steckroth :> Ye, personally I believe that option should be omitted form the next
release of SDL. There are many applications which I have found that do not
play nice with a OpenGl
window manager and the full-screen flag.
FWIW, I’ve had similar issues with Allegro. It may not just be SDL-specific.
-DanOn Sat, Jan 26, 2013 at 2:42 PM, Sik the hedgehog < sik.the.hedgehog at gmail.com> wrote:
I found out that those systems outright don’t like to play nice with
fullscreen (OpenGL or not), period. It seems that unless it’s Windows
you’re going to have all sorts of weird issues with fullscreen (not
counting iOS and Android as fullscreen is the only thing they
support).
Do the problems mentioned here still happen with SDL2, though? If I
recall correctly some stuff changed in newer OSX versions that messed
up with fullscreen and had to be taken into account (was that dealt
with already?), although no idea about the details.
2013/1/26, Robert Steckroth :
Ye, personally I believe that option should be omitted form the next
release of SDL. There are many applications which I have found that do
not
play nice with a OpenGl
window manager and the full-screen flag.