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Viewing 1 to 18 (18 Total) Couldn't set OpenGL mode: |
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raouldTotal Posts: 224
Joined: December 03, 2011
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hi,
Tags:
Posted on July 11, 2012 at 3:18 PM
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HugeTotal Posts: 548
Joined: October 07, 2011
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Re: Couldn't set OpenGL mode:Hi,
Posted on July 12, 2012 at 1:01 AM
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crayfellowTotal Posts: 204
Joined: November 28, 2011
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Re: Couldn't set OpenGL mode:Yes, that will happen when you have a window tag in your NMML with width and height set to 0 (fullscreen).
Posted on July 12, 2012 at 11:41 AM
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raouldTotal Posts: 224
Joined: December 03, 2011
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Re: Couldn't set OpenGL mode:so is this a bug then? isn't 0 x 0 supposed to be ok?
Posted on July 12, 2012 at 2:51 PM
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singmajestyTotal Posts: 2146
Joined: August 25, 2011
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Re: Couldn't set OpenGL mode:Apple appears to have deprecated some methods in OS X 10.7 that SDL used for fullscreen. It is possible that this is part of why the error displays in the terminal.
Posted on July 12, 2012 at 3:34 PM
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raouldTotal Posts: 224
Joined: December 03, 2011
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Re: Couldn't set OpenGL mode:ok, thanks for the details.
Posted on July 12, 2012 at 3:37 PM
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raouldTotal Posts: 224
Joined: December 03, 2011
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Re: Couldn't set OpenGL mode:hi i have been trying to get full screen, not just big-windowed, and i can't get it to work. what is the recipe, per chance?
Posted on August 03, 2012 at 11:30 PM
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SpacehunterTotal Posts: 3
Joined: November 02, 2012
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Re: Couldn't set OpenGL mode:It appears that the issue still seems to be around. At least on Windows XP.
Posted on November 13, 2012 at 9:43 AM
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xynTotal Posts: 3
Joined: November 17, 2012
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Re: Couldn't set OpenGL mode:Getting it on osx 10.6 mac build
Posted on November 19, 2012 at 2:07 PM
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cletrixTotal Posts: 2
Joined: November 07, 2012
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Re: Couldn't set OpenGL mode:I've had the same problem. Someone managed to solve?
Posted on December 07, 2012 at 3:06 PM
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whitetigleTotal Posts: 25
Joined: October 11, 2011
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Re: Couldn't set OpenGL mode:Any news? I get the same error and a huge performance drop when trying either fullscreen or with width =0 and height=0.
Posted on December 28, 2012 at 6:03 AM
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singmajestyTotal Posts: 2146
Joined: August 25, 2011
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Re: Couldn't set OpenGL mode:Is there any difference between the behavior of <window width="0" height="0" /> or <window fullscreen="true" /> at compile time, versus setting the stage.displayState = StageDisplayState.FULLSCREEN; property at runtime?
Posted on December 28, 2012 at 10:38 AM
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whitetigleTotal Posts: 25
Joined: October 11, 2011
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Re: Couldn't set OpenGL mode:Indeed!
Posted on December 30, 2012 at 11:13 PM
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singmajestyTotal Posts: 2146
Joined: August 25, 2011
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Re: Couldn't set OpenGL mode:Interesting, so changing to fullscreen during runtime allows OpenGL to continue rendering, but setting fullscreen in NMML causes it to fail on setting the OpenGL mode, and fallback to software instead?
Posted on December 31, 2012 at 10:54 AM
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whitetigleTotal Posts: 25
Joined: October 11, 2011
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Re: Couldn't set OpenGL mode:Yes it seems so. I am going to use nme 3.5.3 on linux to see if I can replicate the behaviour.
Posted on January 03, 2013 at 1:11 AM
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whitetigleTotal Posts: 25
Joined: October 11, 2011
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Re: Couldn't set OpenGL mode:ok so far this is what I got with nme 3.5.3 on linux
Posted on January 03, 2013 at 2:06 AM
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singmajestyTotal Posts: 2146
Joined: August 25, 2011
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Re: Couldn't set OpenGL mode:Thanks!
Posted on January 03, 2013 at 1:20 PM
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raouldTotal Posts: 224
Joined: December 03, 2011
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Re: Couldn't set OpenGL mode:so i'm using
Posted on January 30, 2013 at 1:25 PM
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