diff options
author | Oz Linden <oz@lindenlab.com> | 2011-05-18 07:33:08 -0400 |
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committer | Oz Linden <oz@lindenlab.com> | 2011-05-18 07:33:08 -0400 |
commit | 5eb6cb8d86cf19da79d034df52a0254079f2c95f (patch) | |
tree | cd2853e9c7c2cbf0bce317ca9018a6f4fa46a23f /indra/llwindow | |
parent | 66c078de5e5a6b685d435f7b1a462d64ca80f35e (diff) | |
parent | 644cbc44871992a95bcd5a6854dfc2a4d56a7b62 (diff) |
merge up latest viewer-development (post mesh)
Diffstat (limited to 'indra/llwindow')
-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; |