The good news is that I now have regular access to a mac again, and it’s actually fairly up-to-date (ie it’s running 10.5). So as a result, I have to say I’m stunned that other people have managed to get as far as they did – as far as I can see, Apple seems to have broken GLX pretty thoroughly[0]
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So I’ve done 3 things:
- Fixed the crashes at least, with glx, and generally fixed up the configure script for 10.5. I’ve probably broken it for 10.4 though. Which raises the question – is anyone actually trying to use lxdream on 10.4?
- Added support for the native GTK port w/ NSGL. This actually works fairly nicely. Unfortunately the only binary I can find for GTK/Quartz is provided by macports, and the font support is broken at the moment (ie completely missing). If anyone actually manages to build it from source… do let me know
- Started implementing a (fairly minimal) native cocoa UI. Well I was always going to do this eventually, I just hadn’t been planning to do it _now_.
In unrelated news, pulseaudio support is now in, along with spanish and italian translations (thanks to segnini75 and ghost22)
[0] So far I’ve noticed: It’s restricted to 16-bit depth buffers, has various other regressions from 10.4, creating a context with fbconfig crashes the app, glSecondaryColorPointerEXT fails if given a size = 4 (and lead to a crash), not to mention the libGL link cycle issue…
lxdream 0.9.1
This all sounds very great!
Regarding 10.4, there may be a chunk of people still using it, but in the Mac world, pretty much everyone upgrades their OS within a few months, especially us geeks. Personally, I would not spend much time at all trying to get lxdream working on 10.4, especially when the time could be better spent elsewhere.