September 26, 2018 at 5:53 am #15468
with apple upgrading their os and downgrading opengl Monkey2 3d and opengl has ceased (instantly) to work!
there is a workaround for the 2d issues, but 3d is completely dead – just a black screen
Is there anyway you can find any time to check this out.
Even the just a working simple base code of
Method OnRenderGL() Override
glClearStencil( 0 )
glClearColor(0, 0.1, 0.2, 1)
would be enough 🙂September 27, 2018 at 12:57 pm #15477
Mark. Any word on this. even it it is ‘I’m looking in to it”?September 27, 2018 at 2:07 pm #15478
I think he’s working (at his ‘real’ job) and probably won’t be on until the weekend.
The issue has been reported on Github.September 27, 2018 at 9:38 pm #15479
I made an issue here. Please help out gathering any information that may help fixing it.September 28, 2018 at 11:27 pm #15480
I’ve updated to Mojave and can reproduce some of the problems people are having, including ‘no vsync’ and ‘nothering rendering’.
I’m gonna wait a while before doing anything too drastic about no-vsync. At the moment it looks like Apple have removed the GL swap_interval extension entirely (and I couldn’t find any alternatives) and if that’s the case you really have no choice but to use a timer. But it may also be an early release glitch that goes away with the next update etc.
The ‘nothing rendering’ issue is fixed for me by moving the window, and I should be able to do something about this. But once rendering is happening, all appears to be well which is something at least!
Any other issues I have missed?September 29, 2018 at 1:55 am #15481
CoreAnimation layer forces vsync there’d no way to shut vsync off now in macos nor in ios as far as I know.
This also explains the bad performance introduced in High sierra / 10.0.2 (10.0.1 was the last time it worked absolutely perfectly
You can read in the discussion why it went bad in the slow additive process towards Metal that Apple did, but i never tried those flags myself and I don’t think many did or even knew about these important changes). Anyways they are over now.
CVDisplayLink timer events is now the same as the old vsync intervalSeptember 29, 2018 at 5:47 am #15482
Brilliant. I’ll see what can be done… 🙂September 30, 2018 at 1:09 pm #15491
Thank you Mark.
There is one more issue I am experiencing, if I run the view layouts demo and then resize the window, it becomes rather odd to say the least.September 30, 2018 at 3:36 pm #15492
If the GUI relies on GetRenderOutputSize then everyone needs to be enlighted that the api now returns a zero for w and h if you haven’t called SDL_SetWindowSize before (simply use the size of the window and call it with that).
This is just a hunch bc I never dive into m2 code (i pay to not having too) but it sounds like this is what needs to get fixed.September 30, 2018 at 3:41 pm #15493
I guess one should take a vaccation from Monkey2 a month or two because this is depressing and enerving. I eas so happy about havimg a working platform.. BAM
let downSeptember 30, 2018 at 3:52 pm #15494
Huh? Mark said only two days ago that he’s looking into this.September 30, 2018 at 8:42 pm #15496
It’s working fine now, as far as I can tell.October 5, 2018 at 11:09 pm #15501
Everything seems to be working fine on Mojave here now too. A non-0 SwapInterval will now cause the ‘displaylink’ timer to be used to synchronize OnRender()’s instead of the GL SwapControl extension. The displaylink timer has actually been in macos since 10.4 so I’ve just used it for ALL macos targets.
Also, changing an internal SDL2 cocoa call from ‘updateIfNeeded’ to just plain ‘update’ seems to have solved the ‘not rendering’ issue.
There have been reports of an issue with window resizing but I haven’t been able to reproduce this so far.
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