LWJGL Keyboard on MAC (May be GLSL problem instead!)

Started by RiverC, April 23, 2012, 01:27:19

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RiverC

A question that has hopefully been answered before, but my searches came up with nothing.

One of my game testers uses a mac, and when he gets the natives linked properly, he can launch the client. Trouble is, it's having difficulty grabbing the mouse and taking keyboard input.

Specifically, the W,A,S,D standard movement keys, on his report, do not respond, nor does the ESC - equivalent key on the Mac. (What is the equivalent, anyway?)

Is there something specific I should do to help my game be more interoperable? I understand that some things (such as use of the ctrl key for some things) may be unbridgable with the Mac just because the OS has different automatic shortcuts, and the Mac keyboard has some different keys. I can figure out what to do on a case by case basis in that case, but the keyboard commands not getting to the game? That seems like a dealbreaker.

There is also the issue, he said, that the game does not instantly grab the mouse as it should, but only does when he clicks on the window.

Any thoughts or help on the issue is appreciated. Even if I have to make two different clients for Mac and PC, that's okay, I'd just like to know how to get the Mac to respond properly.

Note: when the game starts it tries to grab the mouse and keyboard immediately.

RiverC

Slight update here. Further testing on his part and he thinks that he is getting input but it's not updating the display. What this means is that the Vertex shader is somehow failing. I've sent a version of my jar that logs shader compilation errors.

He has a relatively new computer (last summer) so it's likely that the video card is very modern. Is it likely that there are problems with using GL 1.2 shaders on such a machine? I've read in some places that by using ARBShaderObjects you fix the version to something like 1.2, but some implementations may *not* be backwards compatible. If mods would like to move this to the GL section, so be it!

I'll post an update tonight when I get an error log from him. I read in a StackOverflow post that one should use ShaderObjects and not ARBShaderObjects -- this may explain why my card didn't seem to support '#version ...' ?

RiverC

4/24/12 12:54:32.108 AM [0x0-0xf3cf3c].com.apple.JarLauncher: Info log:
4/24/12 12:54:32.108 AM [0x0-0xf3cf3c].com.apple.JarLauncher: ERROR: 0:11: 'position' : syntax error syntax error
4/24/12 12:54:32.131 AM [0x0-0xf3cf3c].com.apple.JarLauncher: Info log:
4/24/12 12:54:32.131 AM [0x0-0xf3cf3c].com.apple.JarLauncher: ERROR: 0:1: 'q' : syntax error syntax error


It definitely is having a headache trying to compile my shaders. Would the GLSL be so different with a newer card?