SDL OpenGL Hardware acceleration fail on MAC?

Hello all !

I’m porting a SDL/OpenGL 3D game from Linux to Mac OS X and it seems
that the game don’t detect any opengl hardware acceleration, it’s very
slow.

Could Anyone help me ?

Best regards,
–Julien Meyer

My Apple computer graphic card hardware is:

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon 7500 OpenGL Engine
GL_VERSION: 1.3 ATI-1.2.18

Here is the little piece of code I used to set up the OpenGL’s
videomode under Linux and now Mac:

hBool sys_CreateGL(int width, int height, int bits)
{
if(SDL_Init( SDL_INIT_VIDEO ) < 0)
{
fprintf(stderr, “Video initialization failed: %s\n”,
SDL_GetError());
return false;
}

 	// Fetch the video info
 	videoInfo = SDL_GetVideoInfo();

 	if(!videoInfo)
{
    fprintf( stderr, "Video query failed: %s\n",
	     SDL_GetError( ) );
    return false;
}

 	// the flags to pass to SDL_SetVideoMode
 	videoFlags  = SDL_OPENGL;          /* Enable OpenGL in SDL */
 	videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */
 	videoFlags |= SDL_HWPALETTE;       /* Store the palette in 

hardware /
videoFlags |= SDL_RESIZABLE; /
Enable window resizing /
if(fullscreen.value)
{
videoFlags |= SDL_FULLSCREEN; /
Enable window resizing */
}

 /* This checks to see if surfaces can be stored in memory */
 if ( videoInfo->hw_available )
 {
videoFlags |= SDL_HWSURFACE;
 }
 else
 {
videoFlags |= SDL_SWSURFACE;
     fprintf( stderr, "No Hardware Accelerated Graphic mode found.. 

quiting\n");
sys_end();
return false;
}

 /* This checks if hardware blits can be done */
 if ( videoInfo->blit_hw )
videoFlags |= SDL_HWACCEL;

 /* Sets up OpenGL double buffering */
 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

 	// get a SDL surface
 	surface = SDL_SetVideoMode(	ScreenX[(int)videomode.value],
  				ScreenY[(int)videomode.value],
			(int)colordepth.value,
			videoFlags );

 	// Verify there is a surface
 	if ( !surface )
{
    fprintf( stderr, "Video mode set failed: %s\n", SDL_GetError( ) );
    return false;
}

SDL_WM_SetCaption(NAME, NULL);

return true;

}

-------------- next part --------------
A non-text attachment was scrubbed…
Name: not available
Type: text/enriched
Size: 3944 bytes
Desc: not available
URL: http://lists.libsdl.org/pipermail/sdl-libsdl.org/attachments/20031111/9785096b/attachment.bin

Hello all !

I’m porting a SDL/OpenGL 3D game from Linux to Mac OS X and it seems
that the game don’t detect any opengl hardware acceleration, it’s very
slow.

Could Anyone help me ?

Best regards,
–Julien Meyer

My Apple computer graphic card hardware is:

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon 7500 OpenGL Engine
GL_VERSION: 1.3 ATI-1.2.18

Here is the little piece of code I used to set up the OpenGL’s
videomode under Linux and now Mac:

hBool sys_CreateGL(int width, int height, int bits)
{
if(SDL_Init( SDL_INIT_VIDEO ) < 0)
{
fprintf(stderr, “Video initialization failed: %s\n”,
SDL_GetError());
return false;
}

 	// Fetch the video info
 	videoInfo = SDL_GetVideoInfo();

 	if(!videoInfo)
{
    fprintf( stderr, "Video query failed: %s\n",
	     SDL_GetError( ) );
    return false;
}

 	// the flags to pass to SDL_SetVideoMode
 	videoFlags  = SDL_OPENGL;          /* Enable OpenGL in SDL */
 	videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */
 	videoFlags |= SDL_HWPALETTE;       /* Store the palette in 

hardware /
videoFlags |= SDL_RESIZABLE; /
Enable window resizing /
if(fullscreen.value)
{
videoFlags |= SDL_FULLSCREEN; /
Enable window resizing */
}

 /* This checks to see if surfaces can be stored in memory */
 if ( videoInfo->hw_available )
 {
videoFlags |= SDL_HWSURFACE;
 }
 else
 {
videoFlags |= SDL_SWSURFACE;
     fprintf( stderr, "No Hardware Accelerated Graphic mode found.. 

quiting\n");
sys_end();
return false;
}

 /* This checks if hardware blits can be done */
 if ( videoInfo->blit_hw )
videoFlags |= SDL_HWACCEL;

 /* Sets up OpenGL double buffering */
 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

 	// get a SDL surface
 	surface = SDL_SetVideoMode(	ScreenX[(int)videomode.value],
  				ScreenY[(int)videomode.value],
			(int)colordepth.value,
			videoFlags );

 	// Verify there is a surface
 	if ( !surface )
{
    fprintf( stderr, "Video mode set failed: %s\n", SDL_GetError( ) );
    return false;
}

SDL_WM_SetCaption(NAME, NULL);

return true;

}

-------------- next part --------------
A non-text attachment was scrubbed…
Name: not available
Type: text/enriched
Size: 4157 bytes
Desc: not available
URL: http://lists.libsdl.org/pipermail/sdl-libsdl.org/attachments/20031111/8d21d6bf/attachment.binDe: Julien Meyer <@Julien_Meyer>
Date: Sam 8 nov 2003 20:20:27 Europe/Paris
?: sdl at libsdl.org
Objet: SDL OpenGL Hardware acceleration fail on MAC ?