Author Topic: Friend's Mac problems  (Read 4426 times)

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Offline Kolgena

  • 211
Friend's Mac problems
I recently introduced my friend to Freespace 2, and he very much enjoys it. However, he recently got a new macbook and installed a mac copy of the engine etc, and is now getting a graphical anomaly. In the first mission, he describes the texture on the Psamtick to be "crawling", and that there are clear z-buffer issues. To me, I'm not sure what he meant by crawling (probably something that can only be seen in motion, not in screencap), but the z-buffer stuff seems to be detail-boxed stuff being drawn on top of the model.

Anyways, I tried to get him to post a debug log. He tried, but the log just said that it lacked a "debug_filter.cfg" or something to that effect. He's using the Apr 19 OSX nightly. I also tried to get him to make an account here, so he could fix it himself, but he refused, so here I am.

[attachment deleted by ninja]
« Last Edit: April 22, 2011, 11:58:41 am by Kolgena »

 

Offline The E

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Re: Friend's Mac problems
There's a known issue with Apple's OpenGL support on some revisions of OSX. The -novbo flag can be used to cure them in some cases.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline chief1983

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Re: Friend's Mac problems
Also, if his MacBook hasn't had all its major updates applied yet, please make sure that's been done.  If it's running Snow Leopard, the last three or four major updates have all included significant OpenGL improvements.  He should be running 10.6.7 in this case.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Kolgena

  • 211
Re: Friend's Mac problems
He just told me that his OS is up to date (10.6.7) since he knew there were OgL bugs in previous versions.

He's trying -novbo now.

(Also, feel free to get real technical. I'm directing him to this thread as a guest, and he's very computer literate.)

 
Re: Friend's Mac problems
I've been convinced to come out of hiding and join the forum.

As Kolgena mentioned, I'm running 10.6.7, no updates available, -novbo didn't help. Attached: screenshot of the broken Psamtik rendering, debug log from playing it just now with -novbo. The debug log seems to imply that I can get more details with a properly configured "debug_filter.cfg" file.

Machine specs:
Model MacBookPro8,3 (early 2011)
Core i7 2.2GHz (quad), 4 GB RAM
1920x1200 native resolution
Radeon HD 6750M, 1GB VRAM
OS X 10.6.7
FS2_Open Inferno r7138 (20110419)

I've got developer tools so I may also be able to build FS2 if the need arises, if I have all the dependencies.

[attachment deleted by ninja]
« Last Edit: April 22, 2011, 12:14:52 pm by nneonneo »

 

Offline The E

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Re: Friend's Mac problems
Code: [Select]
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 6750M OpenGL Engine
  OpenGL Version   : 2.1 ATI-1.6.32

First, try increasing the colour depth to 32 bits. Second......WTF. Is Apple deliberately ****ing up their drivers? A 6750 can do much more than OGL 2.1...

Code: [Select]
OpenGL Shader Version: 1.20
Again, WTF. It's like they don't want people to use their machines for gaming.

As for the problem....Hmmm. Try using -no_glsl. This will turn off normal mapping and other shader-related goodness, but it should give us an idea where the problem is.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline chief1983

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Re: Friend's Mac problems
We might get more info about your card from the OpenGL Extensions Viewer.

If you could run it, save the Report data and paste it between [code][/code] tags here that could help.  Here's mine below.

Code: [Select]

<?xml version="1.0" encoding="UTF-8" ?>
<!-- http://www.realtech-vr.com/glview -->
<GLView version="3.36"><System>Mac OS X 10.6.7 (10J869)</System>
<CPU>2.53 GHz Intel(R) Core(TM)2 Duo CPU     P8700  @ 2.53GHz x 2</CPU>
<Vendor>NVIDIA Corporation</Vendor>
<Version>2.1 NVIDIA-1.6.26</Version>
<GLSLVersion>1.20</GLSLVersion>
<Renderer>NVIDIA GeForce 9400M OpenGL Engine</Renderer>
<Extensions>GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_shading_language_100 GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_geometry_shader4 GL_EXT_transform_feedback GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_APPLE_aux_depth_stencil GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_ARB_draw_buffers GL_ARB_shader_texture_lod GL_ARB_color_buffer_float GL_ARB_half_float_vertex GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_ARB_framebuffer_object GL_EXT_compiled_vertex_array GL_EXT_draw_buffers2 GL_EXT_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_depth_bounds_test GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_texture_sRGB GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_EXT_packed_depth_stencil GL_EXT_bindable_uniform GL_EXT_texture_integer GL_EXT_gpu_shader4 GL_EXT_framebuffer_sRGB GL_EXT_provoking_vertex GL_APPLE_flush_buffer_range GL_APPLE_ycbcr_422 GL_APPLE_rgb_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_ARB_texture_float GL_ARB_half_float_pixel GL_APPLE_pixel_buffer GL_APPLE_object_purgeable GL_NV_point_sprite GL_NV_blend_square GL_NV_fog_distance GL_NV_depth_clamp GL_NV_multisample_filter_hint GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_conditional_render GL_ATI_texture_mirror_once GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_EXT_texture_array GL_EXT_vertex_array_bgra GL_ARB_instanced_arrays GL_ARB_depth_buffer_float GL_EXT_packed_float GL_EXT_texture_shared_exponent </Extensions>
<VRAM>256</VRAM><Capabilities>
<FrameBuffer>
<ViewportMaxWidth>8192</ViewportMaxWidth>
<ViewportMaxHeight>8192</ViewportMaxHeight>
<SubPixelBits>8</SubPixelBits>
</FrameBuffer>
<Stack>
<AttribStackDepth>16</AttribStackDepth>
<NameStackDepth>128</NameStackDepth>
<MaxModelViewStackDepth>32</MaxModelViewStackDepth>
<MaxProjectionStackDepth>10</MaxProjectionStackDepth>
<MaxClientAttribStackDepth>16</MaxClientAttribStackDepth>
<MaxTextureStackDepth>10</MaxTextureStackDepth>
</Stack>
<Various>
<LineSizeMin>0.5</LineSizeMin>
<LineSizeMax>10</LineSizeMax>
<LineSizeGran>0.125</LineSizeGran>
<PointSizeMin>1</PointSizeMin>
<PointSizeMax>63.375</PointSizeMax>
<PointSizeGran>0.125</PointSizeGran>
<AliasedLineWidthMin>1</AliasedLineWidthMin>
<AliasedLineWidthMax>10</AliasedLineWidthMax>
<AliasedPointSizeMin>1</AliasedPointSizeMin>
<AliasedPointSizeMax>63</AliasedPointSizeMax>
<NumClipPlanes>6</NumClipPlanes>
<NumLights>8</NumLights>
<PixelMapTable>256</PixelMapTable>
<TextureSize>8192</TextureSize>
<EvalOrder>10</EvalOrder>
</Various>
<Extensions_Specs>
<MaxTextureAnisotropy>16</MaxTextureAnisotropy>
<MaxTextureUnits>8</MaxTextureUnits>
<MaxTextureCubeSize>8192</MaxTextureCubeSize>
<NumCompressedTextureFormats>4</NumCompressedTextureFormats>
<formats>
<value>83f0</value>
<value>83f1</value>
<value>83f2</value>
<value>83f3</value>
</formats>
<MaxVertexBlend>4</MaxVertexBlend>
<MaxTexture3DSize>2048</MaxTexture3DSize>
<MaxOcclusionQueryBits>32</MaxOcclusionQueryBits>
<VertexProgram><MaxProgramInstructions>262144</MaxProgramInstructions>
<MaxNativeInstructions>16384</MaxNativeInstructions>
<MaxProgramTemporaries>65535</MaxProgramTemporaries>
<MaxProgramNativeTemporaries>4096</MaxProgramNativeTemporaries>
<MaxProgramParameters>1024</MaxProgramParameters>
<MaxProgramNativeParameters>1024</MaxProgramNativeParameters>
<MaxProgramAttribs>32</MaxProgramAttribs>
<MaxProgramNativeAttribs>16</MaxProgramNativeAttribs>
<MaxProgramAdressRegisters>2</MaxProgramAdressRegisters>
<MaxProgramNativeAddressRegisters>2</MaxProgramNativeAddressRegisters>
<MaxProgramLocalParameters>1024</MaxProgramLocalParameters>
<MaxProgramEnvParameters>256</MaxProgramEnvParameters>
<MaxVertexAttributes>16</MaxVertexAttributes>
<MaxProgramMatrices>8</MaxProgramMatrices>
<MaxProgramMatrixStackDepth>2</MaxProgramMatrixStackDepth>
</VertexProgram><ARBImaging><MaxColorMatrixStackDepth>10</MaxColorMatrixStackDepth>
<MaxConvolutionWidth>11</MaxConvolutionWidth>
<MaxConvolutionHeight>11</MaxConvolutionHeight>
</ARBImaging><FBO><FBOMaxColorAttachments>8</FBOMaxColorAttachments>
<FBOMaxRenderBufferSize>8192</FBOMaxRenderBufferSize>
</FBO><FragmentProgram><MaxFragmentAttribs>16</MaxFragmentAttribs>
<MaxFragmentEnvParameters>128</MaxFragmentEnvParameters>
<MaxFragmentInstructions>16384</MaxFragmentInstructions>
<MaxFragmentLocalParameters>1024</MaxFragmentLocalParameters>
<MaxProgramMatrixStackDepth>2</MaxProgramMatrixStackDepth>
<MaxProgramNativeALUInstructions>16384</MaxProgramNativeALUInstructions>
<MaxFragmentNativeAttribs>16</MaxFragmentNativeAttribs>
<MaxFragmentNativeParameters>1024</MaxFragmentNativeParameters>
<MaxFragmentNativeTemporaries>4096</MaxFragmentNativeTemporaries>
<MaxProgramNativeTexIndirections>16384</MaxProgramNativeTexIndirections>
<MaxProgramNativeTexInstructions>16384</MaxProgramNativeTexInstructions>
<MaxFragmentNativeInstructions>16384</MaxFragmentNativeInstructions>
<MaxFragmentParameters>1024</MaxFragmentParameters>
<MaxFragmentTemporaries>4096</MaxFragmentTemporaries>
<MaxFragmentAdressRegisters>0</MaxFragmentAdressRegisters>
<MaxFragmentNativeAddressRegisters>0</MaxFragmentNativeAddressRegisters>
<MaxProgramTexIndirections>16384</MaxProgramTexIndirections>
<MaxProgramTexInstructions>16384</MaxProgramTexInstructions>
<MaxTextureCoords>8</MaxTextureCoords>
<MaxTextureImageUnits>16</MaxTextureImageUnits>
</FragmentProgram><VertexShader><MaxVertexUniformComponents>4096</MaxVertexUniformComponents>
<MaxVaryingFloats>60</MaxVaryingFloats>
<MaxCombinedImageUnits>16</MaxCombinedImageUnits>
<MaxVertexTextureImageUnits>16</MaxVertexTextureImageUnits>
</VertexShader><FragmentShader><MaxFragmentUniformComponents>4096</MaxFragmentUniformComponents>
</FragmentShader><ATI><MaxDrawBuffers>8</MaxDrawBuffers>
</ATI><nVidia><NVMaxShininessExponent>1024</NVMaxShininessExponent>
<NVMaxSpotExponent>1024</NVMaxSpotExponent>
<NVMaxTextureRectangleSize>8192</NVMaxTextureRectangleSize><NVFragmentProgram><MaxProgramExeInstructionsNV>16777216</MaxProgramExeInstructionsNV>
<MaxProgramCallDepthNV>32</MaxProgramCallDepthNV>
<MaxProgramIfDepthNV>64</MaxProgramIfDepthNV>
<MaxProgramLoopDepthNV>64</MaxProgramLoopDepthNV>
<MaxProgramLoopCountNV>16777216</MaxProgramLoopCountNV>
</NVFragmentProgram><EXTGeometryShader><MaxGeomTexUnits>16</MaxGeomTexUnits>
<MaxGeomVaryingComp>124</MaxGeomVaryingComp>
<MaxVertexVaryingComp>60</MaxVertexVaryingComp>
<MaxVaryingComp>60</MaxVaryingComp>
<MaxGeomUniformComp>2048</MaxGeomUniformComp>
<MaxGeomOutputVerts>1024</MaxGeomOutputVerts>
<MaxGeomTotalOutputComp>1024</MaxGeomTotalOutputComp>
</EXTGeometryShader></nVidia></Extensions_Specs></Capabilities><PixelFormats></PixelFormats>
<Resolutions>
</Resolutions>
</GLView>
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: Friend's Mac problems
It looks fine with -no_glsl.

Apple's drivers for 10.6.7 are pegged to OGL 2.1/GLSL 1.2. OGL 3.0 support is 95% there, but GLSL 1.3 is not.

OpenGL Extensions Viewer output:

Code: [Select]
<?xml version="1.0" encoding="UTF-8" ?>
<!-- http://www.realtech-vr.com/glview -->
<GLView version="3.36"><System>Mac OS X 10.6.7 (10J3250)</System>
<CPU>2.2 GHz       Intel(R) Core(TM) i7-2720QM CPU @ 2.20GHz x 8</CPU>
<Vendor>ATI Technologies Inc.</Vendor>
<Version>2.1 ATI-1.6.32</Version>
<GLSLVersion>1.20</GLSLVersion>
<Renderer>ATI Radeon HD 6750M OpenGL Engine</Renderer>
<Extensions>GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_shading_language_100 GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_geometry_shader4 GL_EXT_transform_feedback GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_APPLE_aux_depth_stencil GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_ARB_draw_buffers GL_ARB_shader_texture_lod GL_ARB_color_buffer_float GL_ARB_half_float_vertex GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_ARB_framebuffer_object GL_EXT_compiled_vertex_array GL_EXT_draw_buffers2 GL_EXT_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_texture_sRGB GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_EXT_packed_depth_stencil GL_EXT_bindable_uniform GL_EXT_texture_integer GL_EXT_gpu_shader4 GL_EXT_framebuffer_sRGB GL_EXT_provoking_vertex GL_APPLE_flush_buffer_range GL_APPLE_ycbcr_422 GL_APPLE_rgb_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_ARB_texture_float GL_ARB_half_float_pixel GL_APPLE_pixel_buffer GL_APPLE_object_purgeable GL_NV_blend_square GL_NV_fog_distance GL_NV_conditional_render GL_ATI_texture_mirror_once GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_color_matrix GL_EXT_texture_array GL_EXT_vertex_array_bgra GL_ARB_instanced_arrays GL_ARB_depth_buffer_float GL_EXT_packed_float GL_EXT_texture_shared_exponent </Extensions>
<VRAM>1024</VRAM><Capabilities>
<FrameBuffer>
<ViewportMaxWidth>16384</ViewportMaxWidth>
<ViewportMaxHeight>16384</ViewportMaxHeight>
<SubPixelBits>8</SubPixelBits>
</FrameBuffer>
<Stack>
<AttribStackDepth>16</AttribStackDepth>
<NameStackDepth>128</NameStackDepth>
<MaxModelViewStackDepth>32</MaxModelViewStackDepth>
<MaxProjectionStackDepth>10</MaxProjectionStackDepth>
<MaxClientAttribStackDepth>16</MaxClientAttribStackDepth>
<MaxTextureStackDepth>10</MaxTextureStackDepth>
</Stack>
<Various>
<LineSizeMin>1</LineSizeMin>
<LineSizeMax>64</LineSizeMax>
<LineSizeGran>0.125</LineSizeGran>
<PointSizeMin>1</PointSizeMin>
<PointSizeMax>64</PointSizeMax>
<PointSizeGran>0.125</PointSizeGran>
<AliasedLineWidthMin>1</AliasedLineWidthMin>
<AliasedLineWidthMax>64</AliasedLineWidthMax>
<AliasedPointSizeMin>1</AliasedPointSizeMin>
<AliasedPointSizeMax>64</AliasedPointSizeMax>
<NumClipPlanes>6</NumClipPlanes>
<NumLights>8</NumLights>
<PixelMapTable>256</PixelMapTable>
<TextureSize>16384</TextureSize>
<EvalOrder>10</EvalOrder>
</Various>
<Extensions_Specs>
<MaxTextureAnisotropy>16</MaxTextureAnisotropy>
<MaxTextureUnits>8</MaxTextureUnits>
<MaxTextureCubeSize>8192</MaxTextureCubeSize>
<NumCompressedTextureFormats>5</NumCompressedTextureFormats>
<formats>
<value>83f0</value>
<value>83f1</value>
<value>83f2</value>
<value>83f3</value>
<value>8837</value>
</formats>
<MaxVertexBlend>4</MaxVertexBlend>
<MaxTexture3DSize>16384</MaxTexture3DSize>
<MaxOcclusionQueryBits>32</MaxOcclusionQueryBits>
<VertexProgram><MaxProgramInstructions>262144</MaxProgramInstructions>
<MaxNativeInstructions>4096</MaxNativeInstructions>
<MaxProgramTemporaries>65535</MaxProgramTemporaries>
<MaxProgramNativeTemporaries>64</MaxProgramNativeTemporaries>
<MaxProgramParameters>1024</MaxProgramParameters>
<MaxProgramNativeParameters>256</MaxProgramNativeParameters>
<MaxProgramAttribs>32</MaxProgramAttribs>
<MaxProgramNativeAttribs>16</MaxProgramNativeAttribs>
<MaxProgramAdressRegisters>2</MaxProgramAdressRegisters>
<MaxProgramNativeAddressRegisters>1</MaxProgramNativeAddressRegisters>
<MaxProgramLocalParameters>1024</MaxProgramLocalParameters>
<MaxProgramEnvParameters>256</MaxProgramEnvParameters>
<MaxVertexAttributes>16</MaxVertexAttributes>
<MaxProgramMatrices>8</MaxProgramMatrices>
<MaxProgramMatrixStackDepth>2</MaxProgramMatrixStackDepth>
</VertexProgram><ARBImaging><MaxColorMatrixStackDepth>10</MaxColorMatrixStackDepth>
<MaxConvolutionWidth>11</MaxConvolutionWidth>
<MaxConvolutionHeight>11</MaxConvolutionHeight>
</ARBImaging><FBO><FBOMaxColorAttachments>8</FBOMaxColorAttachments>
<FBOMaxRenderBufferSize>16384</FBOMaxRenderBufferSize>
</FBO><FragmentProgram><MaxFragmentAttribs>10</MaxFragmentAttribs>
<MaxFragmentEnvParameters>128</MaxFragmentEnvParameters>
<MaxFragmentInstructions>4096</MaxFragmentInstructions>
<MaxFragmentLocalParameters>1024</MaxFragmentLocalParameters>
<MaxProgramMatrixStackDepth>2</MaxProgramMatrixStackDepth>
<MaxProgramNativeALUInstructions>2048</MaxProgramNativeALUInstructions>
<MaxFragmentNativeAttribs>10</MaxFragmentNativeAttribs>
<MaxFragmentNativeParameters>256</MaxFragmentNativeParameters>
<MaxFragmentNativeTemporaries>64</MaxFragmentNativeTemporaries>
<MaxProgramNativeTexIndirections>2048</MaxProgramNativeTexIndirections>
<MaxProgramNativeTexInstructions>2048</MaxProgramNativeTexInstructions>
<MaxFragmentNativeInstructions>4096</MaxFragmentNativeInstructions>
<MaxFragmentParameters>256</MaxFragmentParameters>
<MaxFragmentTemporaries>64</MaxFragmentTemporaries>
<MaxFragmentAdressRegisters>0</MaxFragmentAdressRegisters>
<MaxFragmentNativeAddressRegisters>0</MaxFragmentNativeAddressRegisters>
<MaxProgramTexIndirections>2048</MaxProgramTexIndirections>
<MaxProgramTexInstructions>2048</MaxProgramTexInstructions>
<MaxTextureCoords>8</MaxTextureCoords>
<MaxTextureImageUnits>16</MaxTextureImageUnits>
</FragmentProgram><VertexShader><MaxVertexUniformComponents>4096</MaxVertexUniformComponents>
<MaxVaryingFloats>64</MaxVaryingFloats>
<MaxCombinedImageUnits>16</MaxCombinedImageUnits>
<MaxVertexTextureImageUnits>16</MaxVertexTextureImageUnits>
</VertexShader><FragmentShader><MaxFragmentUniformComponents>4096</MaxFragmentUniformComponents>
</FragmentShader><ATI><MaxDrawBuffers>8</MaxDrawBuffers>
</ATI><nVidia><NVMaxShininessExponent>128</NVMaxShininessExponent>
<NVMaxSpotExponent>128</NVMaxSpotExponent>
<NVMaxTextureRectangleSize>16384</NVMaxTextureRectangleSize><EXTGeometryShader><MaxGeomTexUnits>16</MaxGeomTexUnits>
<MaxGeomVaryingComp>64</MaxGeomVaryingComp>
<MaxVertexVaryingComp>64</MaxVertexVaryingComp>
<MaxVaryingComp>64</MaxVaryingComp>
<MaxGeomUniformComp>4096</MaxGeomUniformComp>
<MaxGeomOutputVerts>1024</MaxGeomOutputVerts>
<MaxGeomTotalOutputComp>4096</MaxGeomTotalOutputComp>
</EXTGeometryShader></nVidia></Extensions_Specs></Capabilities><PixelFormats></PixelFormats>
<Resolutions>
</Resolutions>
</GLView>

text log:
Code: [Select]

Renderer: ATI Radeon HD 6750M OpenGL Engine
Vendor: ATI Technologies Inc.
Memory: 1024 MB
Version: 2.1 ATI-1.6.32
Shading language version: 1.20


Max texture size: 16384 x 16384
Max texture coordinates: 8
Max vertex texture image units: 16
Max texture image units: 16
Max geometry texture units: 16
Max anisotropic filtering value: 16
Max number of light sources: 8
Max viewport size: 16384 x 16384
Max uniform vertex components: 4096
Max uniform fragment components: 4096
Max geometry uniform components: 4096
Max varying floats: 64
Max samples: 0
Max draw buffers: 8


Extensions: 120

GL_APPLE_aux_depth_stencil
GL_APPLE_client_storage
GL_APPLE_element_array
GL_APPLE_fence
GL_APPLE_float_pixels
GL_APPLE_flush_buffer_range
GL_APPLE_flush_render
GL_APPLE_object_purgeable
GL_APPLE_packed_pixels
GL_APPLE_pixel_buffer
GL_APPLE_rgb_422
GL_APPLE_specular_vector
GL_APPLE_texture_range
GL_APPLE_transform_hint
GL_APPLE_vertex_array_object
GL_APPLE_vertex_array_range
GL_APPLE_vertex_program_evaluators
GL_APPLE_ycbcr_422
GL_ARB_color_buffer_float
GL_ARB_depth_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_blend_equation_separate
GL_ATI_blend_weighted_minmax
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_array
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_rectangle
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_transform_feedback
GL_EXT_vertex_array_bgra
GL_IBM_rasterpos_clip
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_texgen_reflection
GL_SGI_color_matrix
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod

Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (100 % - 10/10)
v2.1 (100 % - 3/3)
v3.0 (95 % - 22/23)
v3.1 (12 % - 1/8)
v3.2 (33 % - 3/9)
v3.3 (0 % - 0/9)
v4.0 (0 % - 0/13)
v4.1 (0 % - 0/8)

OpenGL driver version check (Current: 2.1 ATI-1.6.32, Latest known: 2.1 ATI-1.6.30):
Latest version of display drivers found
According the database, you are running the latest display drivers for your video card.

Compiled vertex array support
This feature improves OpenGL performance by using video memory to cache transformed vertices.

Multitexture support
This feature accelerates complex rendering such as lightmaps or environment mapping.

Secondary color support
This feature provides an alternate method of coloring specular highlights on polygons.

S3TC compression support
This feature improves texture mapping performance in some applications by using lossy compression.

Vertex array range support
This feature improves performance in some applications by using AGP for dynamic vertex transformation.

Texture edge clamp support
This feature improves texturing quality by adding clamping control to edge texel filtering.

Vertex program support
This feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)

Fragment program support
This feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)

Texture anisotropic filtering support
This feature improves the quality of texture mapping on oblique surfaces.

Occlusion test support
This feature provides hardware accelerated culling for objects.

Point sprite support
This feature improves performance in some particle systems.

OpenGL Shading Language support
This feature enables high level shading language for shaders.

Frame buffer object support
This feature enables render to texture functionality.

Extension verification:

« Last Edit: April 22, 2011, 02:14:01 pm by nneonneo »

 

Offline chief1983

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Re: Friend's Mac problems
Huh, when I tried copying out of that report window directly I lost line breaks.  Did you format that by hand or something?

Also, my report did list some things for Extension Verification.  It was informing me that some were missing but available in another driver package.  I guess that means you're not missing any that you could have.

I have the same report basically, 100% through 2.1, and missing GLSL 1.30 support for GL 3.0.  I'm getting a newer driver set from Nvidia right now to see if anything improves in the report, I don't think AMD releases their own drivers for Mac though.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline chief1983

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Re: Friend's Mac problems
Actually, the text log is easier to read than the XML, the way you had it.  I couldn't figure out how to post it with the line breaks though so I posted the XML.  Seems pasting to TextWrangler worked though.

Code: [Select]
Renderer: NVIDIA GeForce 9400M OpenGL Engine
Vendor: NVIDIA Corporation
Memory: 256 MB
Version: 2.1 NVIDIA-1.6.26
Shading language version: 1.20


Max texture size: 8192 x 8192
Max texture coordinates: 8
Max vertex texture image units: 16
Max texture image units: 16
Max geometry texture units: 16
Max anisotropic filtering value: 16
Max number of light sources: 8
Max viewport size: 8192 x 8192
Max uniform vertex components: 4096
Max uniform fragment components: 4096
Max geometry uniform components: 2048
Max varying floats: 60
Max samples: 0
Max draw buffers: 8


Extensions: 122

GL_APPLE_aux_depth_stencil
GL_APPLE_client_storage
GL_APPLE_element_array
GL_APPLE_fence
GL_APPLE_float_pixels
GL_APPLE_flush_buffer_range
GL_APPLE_flush_render
GL_APPLE_object_purgeable
GL_APPLE_packed_pixels
GL_APPLE_pixel_buffer
GL_APPLE_rgb_422
GL_APPLE_specular_vector
GL_APPLE_texture_range
GL_APPLE_transform_hint
GL_APPLE_vertex_array_object
GL_APPLE_vertex_array_range
GL_APPLE_vertex_program_evaluators
GL_APPLE_ycbcr_422
GL_ARB_color_buffer_float
GL_ARB_depth_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_separate_stencil
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_array
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_rectangle
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_transform_feedback
GL_EXT_vertex_array_bgra
GL_IBM_rasterpos_clip
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_depth_clamp
GL_NV_fog_distance
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_point_sprite
GL_NV_texgen_reflection
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod

Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (100 % - 10/10)
v2.1 (100 % - 3/3)
v3.0 (95 % - 22/23)
v3.1 (12 % - 1/8)
v3.2 (33 % - 3/9)
v3.3 (0 % - 0/9)
v4.0 (0 % - 0/13)
v4.1 (0 % - 0/8)

OpenGL driver version check (Current: 2.1 NVIDIA-1.6.26, Latest known: 2.1 NVIDIA-1.6.16):
Latest version of display drivers found
According the database, you are running the latest display drivers for your video card.

Compiled vertex array support
This feature improves OpenGL performance by using video memory to cache transformed vertices.

Multitexture support
This feature accelerates complex rendering such as lightmaps or environment mapping.

Secondary color support
This feature provides an alternate method of coloring specular highlights on polygons.

S3TC compression support
This feature improves texture mapping performance in some applications by using lossy compression.

Vertex array range support
This feature improves performance in some applications by using AGP for dynamic vertex transformation.

Texture edge clamp support
This feature improves texturing quality by adding clamping control to edge texel filtering.

Vertex program support
This feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)

Fragment program support
This feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)

Texture anisotropic filtering support
This feature improves the quality of texture mapping on oblique surfaces.

Occlusion test support
This feature provides hardware accelerated culling for objects.

Point sprite support
This feature improves performance in some particle systems.

OpenGL Shading Language support
This feature enables high level shading language for shaders.

Frame buffer object support
This feature enables render to texture functionality.

Extension verification:
GL_NV_register_combiners was not found, but is available in driver version 2.0 NVIDIA-1.5.34
GL_NV_register_combiners2 was not found, but is available in driver version 2.0 NVIDIA-1.5.34
GL_NV_texture_shader was not found, but is available in driver version 2.0 NVIDIA-1.5.34
GL_NV_texture_shader2 was not found, but is available in driver version 2.0 NVIDIA-1.5.34
GL_NV_texture_shader3 was not found, but is available in driver version 2.0 NVIDIA-1.5.34
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: Friend's Mac problems
Yeah, it looks basically the same. I don't think ATI has updated drivers.

I am currently downloading Windows 7 from MSDNAA, and I'll bootcamp the Mac to see how it runs on Windows.

 

Offline chief1983

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Re: Friend's Mac problems
Yeah it seems the state of AMD drivers on Macs is still quite a bit behind the Nvidia ones.  I'm really not happy all the current MB Pros are AMD.  I'd rather have one of the older ones with the 2xx series Nvidia if I got a newer one from work.  But running with -no_glsl, the game is still very pretty, and quite playable.  The shaders are only some of the highest end eyecandy we have available.  Normal maps would be the thing you're missing most.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: Friend's Mac problems
Good to hear. I will probably end up trying the maximized eye-candy on Win7, since I have a reasonably capable card, but for just playing through the game -no_glsl looks plenty good enough.

Thanks!

 

Offline Echelon9

  • 210
Re: Friend's Mac problems
It is sad that we keep running into OS X driver/system Framework issues. It's hard to see Apple being serious about gaming, when the OpenGL support is lacking in so many areas.

 

Offline chief1983

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Re: Friend's Mac problems
Who said Apple is serious about gaming?  Most of the recent impetus has come almost entirely from third parties, namely Valve in their push to get the Orange Box games and the like on a platform besides Windows.  Apple would still be happy if the only game people cared about playing was Angry Birds.  This is one reason I could still never take Apple seriously, and actually shell out for an Apple product myself.  At least Microsoft seems to realize that without gaming, no one would be using their products at all these days.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline The E

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Re: Friend's Mac problems
Not to mention that MS does quite a few games themselves. So they have internal pressure to keep DirectX up to date as well.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline rev_posix

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Re: Friend's Mac problems
Not to mention that MS bought quite a few game studios themselves. So they have internal pressure to keep DirectX up to date as well.
There, fixed it for you.   :p

Seriously tho, I believe I know the point you are making.  As much as I prefer working within the Mac OS environment, it's just not a good environment to play games in, which is a shame as the fit and finish on it as a whole is a joy to work in IMO.  And since the gamer community does help drive hardware and software sales, it makes sense to make a given environment a good one to play games on.

This is why I'm looking at building a dedicated gaming system that runs MS Windows.  I'm calling it my gamerdork build.  :D
--
POSIX is fine, as is Rev or RP

"Although generally it is considered a no no to disagree with a mod since it's pretty much equivalent to kicking an unpaid janitor in the nuts while he's busy cleaning up somebody elses vomit and then telling them how bad they are at cleaning it up cause you can smell it down the hall." - Dennis, Home Improvement Moderator @ DSL Reports

"wow, some people are thick and clearly can't think for themselves - the solution is to remove warning labels from poisons."