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.github/workflows: enable tests on macOS #1305
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On macOS:
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On Windows:
My guess is that DirectX might solve this. |
The rest environment is macOS. |
On macOS again:
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Related So if we rewrite GLFW, it's possible to fix this issue maybe. |
diff --git a/internal/cglfw/nsgl_context_darwin.m b/internal/cglfw/nsgl_context_darwin.m
index 78d688c49..a6d761aca 100644
--- a/internal/cglfw/nsgl_context_darwin.m
+++ b/internal/cglfw/nsgl_context_darwin.m
@@ -205,7 +205,8 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
NSOpenGLPixelFormatAttribute attribs[40];
int index = 0;
- addAttrib(NSOpenGLPFAAccelerated);
+ //addAttrib(NSOpenGLPFAAccelerated);
+ setAttrib(NSOpenGLPFARendererID, kCGLRendererGenericFloatID);
addAttrib(NSOpenGLPFAClosestPolicy);
if (ctxconfig->nsgl.offline) This seems to always use a software renderer unfortunately. |
I had a workaround for this in AAAAXY: https://github.com/divVerent/aaaaxy/blob/main/scripts/macos_gl_allow_software.sh However this stopped working, as apparently the software renderer only supports up to OpenGL 2.1 and Ebitengine now demands OpenGL 3.2:
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Thanks for the info. (I realized your comment now as there was no notification. I was wondering why...) |
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