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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