Update: it appears as if instantiating a dummy NSOpenGLView in my master 
process helps the issue.

I'm not clear whether I actually need to go so far as to create the 
NSOpenGLView and add it as a subview, or if simply linking with the OpenGL 
framework is sufficient.

Also - not sure what pixel format flags to ask for to guarantee the better 
video card -- I'm using:

NSOpenGLPixelFormatAttribute attributes[] = { 
      NSOpenGLPFAAccelerated,
      NSOpenGLPFADepthSize, 32,
      NSOpenGLPFAMinimumPolicy,
      NSOpenGLPFAClosestPolicy,
      0 };  

which seems to work, *for now* but I'd sure like to have some idea how to make 
it more future proof.

(I get the feeling this whole "integrated" vs. "power" graphics card switcharoo 
is a bit of a kludge to begin with -- how about just a single chip that that 
can throttle down itself?)

On May 17, 2010, at 4:10 PM, Michael Diehr wrote:

> I'm in rather the opposite boat -- my app does NOT trigger the switch to 
> NVIDIA, and my OpenGL calls fail (actually, it's more complicated that this 
> as it's a screensaver and a helper app) but it sounds like if I simply link 
> my bundle to one of the GL frameworks (even if I don't need it?) that will 
> auto-trigger the NVIDIA usage?
> 
> I don't suppose apple has provided an API for an app to explicitly ask for 
> one or the other?   I see code here to detect and switch, but it looks like 
> it's reverse-engineerd and that's always scary...
> 
> http://github.com/codykrieger/gfxCardStatus
> 
> 
> 
> 
> On May 4, 2010, at 8:58 PM, Noah Desch wrote:
> 
>> 
>> 
>> Well your list includes:
>> 
>> /System/Library/Frameworks/OpenGL.framework/Resources//GLRendererFloat.bundle/GLRendererFloat
>> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
>> 
>> So I'm guessing that would do it. As to why you'd be linking against these, 
>> I can't answer.
>> 
>> -Noah
>> 
>> 
>> 
>> 
>> On May 3, 2010, at 9:08 PM, Gideon King wrote:
>> 
>>> On 04/05/2010, at 10:14 AM, Charles Srstka wrote:
>>> 
>>>> If you posted the results to the list, it could be very useful, as someone 
>>>> may see something in there that they recognize.
>>>> 
>>> 
>>> OK - in case it is useful, here are the results of running the app with 
>>> that setting, and sorting the output and removing duplicates. The first 
>>> group is the ones that were loaded at startup, and the second group are the 
>>> new ones that were loaded as I played with the app for a while. 
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