diff options
author | Dave Parks <davep@lindenlab.com> | 2011-05-16 16:11:56 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-05-16 16:11:56 -0500 |
commit | 26f321bf6530734173792f92316b32c470cc1b20 (patch) | |
tree | b6c913bc714ce29ee559a0da49c6318051637789 /indra/llwindow/llwindowmacosx.cpp | |
parent | 113f532ee57eeeca4dc7eb6ca05f923f1f3543d3 (diff) | |
parent | 8ae550996c70df16b707f6773666b93409123689 (diff) |
merge
Diffstat (limited to 'indra/llwindow/llwindowmacosx.cpp')
-rw-r--r-- | indra/llwindow/llwindowmacosx.cpp | 59 |
1 files changed, 33 insertions, 26 deletions
diff --git a/indra/llwindow/llwindowmacosx.cpp b/indra/llwindow/llwindowmacosx.cpp index 447e3661db..cb2abc5bc0 100644 --- a/indra/llwindow/llwindowmacosx.cpp +++ b/indra/llwindow/llwindowmacosx.cpp @@ -536,20 +536,20 @@ BOOL LLWindowMacOSX::createContext(int x, int y, int width, int height, int bits GLint fullscreenAttrib[] = { AGL_RGBA, - AGL_FULLSCREEN, - // AGL_NO_RECOVERY, // MBW -- XXX -- Not sure if we want this attribute - AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, - AGL_SAMPLES_ARB, mFSAASamples, - AGL_DOUBLEBUFFER, - AGL_CLOSEST_POLICY, - AGL_ACCELERATED, - AGL_RED_SIZE, 8, - AGL_GREEN_SIZE, 8, - AGL_BLUE_SIZE, 8, - AGL_ALPHA_SIZE, 8, - AGL_DEPTH_SIZE, 24, - AGL_STENCIL_SIZE, 8, - AGL_NONE + AGL_FULLSCREEN, + AGL_NO_RECOVERY, + AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, + AGL_SAMPLES_ARB, mFSAASamples, + AGL_DOUBLEBUFFER, + AGL_CLOSEST_POLICY, + AGL_ACCELERATED, + AGL_RED_SIZE, 8, + AGL_GREEN_SIZE, 8, + AGL_BLUE_SIZE, 8, + AGL_ALPHA_SIZE, 8, + AGL_DEPTH_SIZE, 24, + AGL_STENCIL_SIZE, 8, + AGL_NONE }; LL_DEBUGS("Window") << "createContext: creating fullscreen pixelformat" << LL_ENDL; @@ -562,21 +562,28 @@ BOOL LLWindowMacOSX::createContext(int x, int y, int width, int height, int bits } else { + // NOTE from Leslie: + // + // AGL_NO_RECOVERY, when combined with AGL_ACCELERATED prevents software rendering + // fallback which means we won't hvae shaders that compile and link but then don't + // work. The drawback is that our shader compilation will be a bit more finicky though. + GLint windowedAttrib[] = { AGL_RGBA, - AGL_DOUBLEBUFFER, - AGL_CLOSEST_POLICY, - AGL_ACCELERATED, - AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, - AGL_SAMPLES_ARB, mFSAASamples, - AGL_RED_SIZE, 8, - AGL_GREEN_SIZE, 8, - AGL_BLUE_SIZE, 8, - AGL_ALPHA_SIZE, 8, - AGL_DEPTH_SIZE, 24, - AGL_STENCIL_SIZE, 8, - AGL_NONE + AGL_NO_RECOVERY, + AGL_DOUBLEBUFFER, + AGL_CLOSEST_POLICY, + AGL_ACCELERATED, + AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, + AGL_SAMPLES_ARB, mFSAASamples, + AGL_RED_SIZE, 8, + AGL_GREEN_SIZE, 8, + AGL_BLUE_SIZE, 8, + AGL_ALPHA_SIZE, 8, + AGL_DEPTH_SIZE, 24, + AGL_STENCIL_SIZE, 8, + AGL_NONE }; LL_DEBUGS("Window") << "createContext: creating windowed pixelformat" << LL_ENDL; |