OpenGL development for mac in Xcode. Can I force software render?
I'm porting an OpenGL game from iPhone to Mac, and having problems with textures getting corrupted.开发者_如何转开发 I guess it's a memory problem.
The thing is I've crashed the mac 3 times now (happens random when the game launches), so it's getting difficult to debug this.
Is there any way I can force software render?
Select kCGLRendererGenericID
as NSOpenGLPFARendererID
when you create the pixelformat attribute list for initing the context (initWithAttributes:
).
NSOpenGLPFARendererID
Value is a nonnegative renderer ID number. OpenGL renderers that match the specified ID are preferred. Constants to select specific renderers are provided in the CGLRenderers.h header of the OpenGL framework. Of note is kCGLRendererGenericID which selects the Apple software renderer. The other constants select renderers for specific hardware vendors.
NOTE! I just saw that kCGLRendererGenericID
has been deprecated and the one to use is kCGLRendererAppleSWID
Another tip is to start the app with the OpenGL Profiler. See here
http://lists.apple.com/archives/quartzcomposer-dev/2010/Jun/msg00090.html
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