TGB 1.7.5 Broken in Full Screen ?
by Bruno · in Torque Game Builder · 05/28/2010 (1:01 pm) · 10 replies
Hey everyone,
I can't get TGB 1.7.5 in full screen mode in my Mac (Mac Book Pro). In 1.7.4 this was working.
When I switch to full screen, all I get is a small black window, the OS bar diseapears and nothing else happens.
I get this in the console log :
System & Processor Information:
MacOS version: 10.5.8
CarbonLib version: 1.6.0
Physical RAM: 2047MB
Logical RAM: 2047MB
Unknown Getstalt value for processor type: 0x78ea4fbc
platform layer should be changed to use sysctl() instead of Gestalt() .
Unknown Processor, assuming x86 Compatible, 2147 Mhz
FPU detected
Math Init:
Installing Standard C extensions
Input Init:
Video Init:
active displays = 0x5560ac CGDisplayID = 0x4272102
using display 0x5560ac
Accelerated OpenGL display device detected.
Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Loading compiled script /Users/dev/common/main.cs.
Loading compiled script /Users/dev/game/main.cs.
% - Initializing Common
Loading compiled script /Users/dev/common/preferences/defaultPrefs.cs.
common/preferences/defaultPrefs.cs (84): Unable to find function initDisplayDeviceInfo
Using OpenGL rendering. Fullscreen: 0
set screen mode 800 x 600 x 32, windowed, force it, dont repaint
Cleaning up the display device...
Killing the texture manager...
Clearing the current AGL context...
Clearing the current drawable...
Deleting the rendering context...
All is fine (That's in Window mode), when I switch to full screen, this is what the console tells me :
set screen mode 800 x 510 x 32, fullscreen, dont force it, repaint
Cleaning up the display device...
Killing the texture manager...
Clearing the current AGL context...
Clearing the current drawable...
Deleting the rendering context...
Destroying the window...
>> Attempting to change display settings to fullscreen 800x510x32...
using display 0x5560ac
invalid fullscreen drawable
set AGL fullscreen
Cleared gl buffers
>>Number of FSAA samples is now [1].
Resurrecting the texture manager...
Someone knows what's wrong ? And why is he picking up a weird resolution ?
Also, Torque was unable to load this script function "initDisplayDeviceInfo", that is located in the
DefaultPrefs.cs .
Thanks for any tips :)
Bruno
I can't get TGB 1.7.5 in full screen mode in my Mac (Mac Book Pro). In 1.7.4 this was working.
When I switch to full screen, all I get is a small black window, the OS bar diseapears and nothing else happens.
I get this in the console log :
System & Processor Information:
MacOS version: 10.5.8
CarbonLib version: 1.6.0
Physical RAM: 2047MB
Logical RAM: 2047MB
Unknown Getstalt value for processor type: 0x78ea4fbc
platform layer should be changed to use sysctl() instead of Gestalt() .
Unknown Processor, assuming x86 Compatible, 2147 Mhz
FPU detected
Math Init:
Installing Standard C extensions
Input Init:
Video Init:
active displays = 0x5560ac CGDisplayID = 0x4272102
using display 0x5560ac
Accelerated OpenGL display device detected.
Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Loading compiled script /Users/dev/common/main.cs.
Loading compiled script /Users/dev/game/main.cs.
% - Initializing Common
Loading compiled script /Users/dev/common/preferences/defaultPrefs.cs.
common/preferences/defaultPrefs.cs (84): Unable to find function initDisplayDeviceInfo
Using OpenGL rendering. Fullscreen: 0
set screen mode 800 x 600 x 32, windowed, force it, dont repaint
Cleaning up the display device...
Killing the texture manager...
Clearing the current AGL context...
Clearing the current drawable...
Deleting the rendering context...
All is fine (That's in Window mode), when I switch to full screen, this is what the console tells me :
set screen mode 800 x 510 x 32, fullscreen, dont force it, repaint
Cleaning up the display device...
Killing the texture manager...
Clearing the current AGL context...
Clearing the current drawable...
Deleting the rendering context...
Destroying the window...
>> Attempting to change display settings to fullscreen 800x510x32...
using display 0x5560ac
invalid fullscreen drawable
set AGL fullscreen
Cleared gl buffers
>>Number of FSAA samples is now [1].
Resurrecting the texture manager...
Someone knows what's wrong ? And why is he picking up a weird resolution ?
Also, Torque was unable to load this script function "initDisplayDeviceInfo", that is located in the
DefaultPrefs.cs .
Thanks for any tips :)
Bruno
About the author
#2
I had the same issue when working through the Breakout tutorial.
Also using a MacBook Pro (2006 Core Duo).
Anyone got any ideas?
Matt.
06/03/2010 (7:32 am)
BumpI had the same issue when working through the Breakout tutorial.
Also using a MacBook Pro (2006 Core Duo).
Anyone got any ideas?
Matt.
#3
06/04/2010 (12:55 pm)
It seems it's gonna remain broken...
#4
01/06/2011 (11:31 am)
Got rejected from the Mac App Store due to the same problem, anyone found a solution to this?
#5
in
change it so it look like this
Let me know if it fixes anyone's issue.
01/06/2011 (5:48 pm)
Darnn it sucks to be rejected on their Opening Day! Anyway, I think I got the fix. I finally found a friend iMac that is having this black screen since my mac mini is not having this issue. Looking in the console.log that was provided, I think this should fix the problem.in
bool OpenGLDevice::setScreenMode( U32 width, U32 height, U32 bpp, bool fullScreen, bool forceIt, bool repaint )
change it so it look like this
bool OpenGLDevice::setScreenMode( U32 width, U32 height, U32 bpp, bool fullScreen, bool forceIt, bool repaint )
{
// validation, early outs --------------------------------------------------
// sanity check. some scripts are liable to pass in bad values.
if(!bpp)
bpp = platState.desktopBitsPixel;
Resolution newRes = Resolution(width, height, bpp);
// VS : Find the closest best screen size
if(fullScreen)
{
U32 resIndex = 0;
U32 bestScore = 0, thisScore = 0;
for(int i = 0; i < mResolutionList.size(); i++)
{
if(newRes == mResolutionList[i])
{
resIndex = i;
break;
}
else if(newRes.h <= platState.desktopHeight && newRes.w <= platState.desktopWidth)
{
thisScore = abs(S32(newRes.w) - S32(mResolutionList[i].w))
+ abs(S32(newRes.h) - S32(mResolutionList[i].h))
+ (newRes.bpp == mResolutionList[i].bpp ? 0 : 1);
if(!bestScore || (thisScore < bestScore))
{
bestScore = thisScore;
resIndex = i;
}
}
}
newRes = mResolutionList[resIndex];
}
Con::printf(" set screen mode %i x %i x %i, %s, %s, %s",newRes.w, newRes.h, bpp,
fullScreen ? "fullscreen" : "windowed",
forceIt ? "force it" : "dont force it",
repaint ? "repaint" : "dont repaint"
);Let me know if it fixes anyone's issue.
#6
I don't like 1.7.5; it's not universal, and it doesn't support Tiger. I only have a license for the binary (no access to source means I can't solve these problems); so I've just stuck to 1.7.4
01/07/2011 (1:47 am)
Do 1.7.4 builds get accepted into the store?I don't like 1.7.5; it's not universal, and it doesn't support Tiger. I only have a license for the binary (no access to source means I can't solve these problems); so I've just stuck to 1.7.4
#7
01/07/2011 (1:59 am)
Sorry but you need the source code in order to submit to the Mac App Store.
#8
01/08/2011 (8:10 pm)
For what specific changes?
#9
@Aun: I'm going to implement your fixes just in case. Report back if any explosions/implosions are reported so I can undo them, though :)
01/09/2011 (7:37 am)
@Timi: You should build against the 10.6 SDK, implement receipt checking, set minimum deployment version and codesign. All sorts of stuff you need the source for (you might be able to codesign without, but the uploading isn't very convenient outside Xcode).@Aun: I'm going to implement your fixes just in case. Report back if any explosions/implosions are reported so I can undo them, though :)
#10
I launch directly into fullscreen mode and I am getting the following in the console.log :
set screen mode 1680 x 1050 x -1073756596, fullscreen, force it, dont repaint
Obviously my bpp is wrong. I am going to fix this during the weekend. I will diff with Aun's suggestion and see what is going on there. If I find a fix I will post it here. Besides recompiling my .app to be Universal, it is stock 1.7.5.
03/31/2011 (6:15 am)
I think the issue I'm having is the same as this. Hard to tell...I launch directly into fullscreen mode and I am getting the following in the console.log :
set screen mode 1680 x 1050 x -1073756596, fullscreen, force it, dont repaint
Obviously my bpp is wrong. I am going to fix this during the weekend. I will diff with Aun's suggestion and see what is going on there. If I find a fix I will post it here. Besides recompiling my .app to be Universal, it is stock 1.7.5.
Torque Owner Bruno
I cannot believe anyone has this problem