Parallels 5

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Brucey(Posted 2009) [#1]
Graphics support in Parallels 5 is much better, I'm happy to report. I've been running some box2d examples, and they mostly run at full-speed on my Mac Mini now - where before they would stick a lot.

Also, everything else appears to run much more smoothly.

FYI :-p


Murilo(Posted 2009) [#2]
Is Parallels 5 regarded as being better than Fusion 3?

I'm new to the Mac, and I'm considering bridging the gap to Windows with one of these.


Brucey(Posted 2009) [#3]
I haven't tried Fusion since it went to 3, so I can't say.
Parallels 5 is much better than 4, and I found 4 to be generally okay - except for the 3D.

I would expect the two to be fairly similar performance wise, but you should probably check the 'net for comparisons.


Murilo(Posted 2009) [#4]
Thanks Brucey.

Appreciate the prompt response too!


Difference(Posted 2009) [#5]
Brucey: Can you get DrawText() , and minib3d to work on BlitzMax OpenGL ?

I get crashes on glActiveTextureARB() in both VirtualBox 3 and Parallels 5.
I'm running Windows XP 32 Bit guest on Mac mini, Nvidia 9400, Snow Leopard as host

I'm wondering why it works under OS X native, because when I try to list my extensions, I can't see glActiveTextureARB()

Parallels


Native OS X:



Brucey(Posted 2009) [#6]
I would say that's a bug in MiniB3D.

Shouldn't it check for GLEW_ARB_multitexture before trying to call an ARB function?


Difference(Posted 2009) [#7]
Not only minib3d , BlitzMax uses it in Drawtext... :-(
[EDIT] Sorry: only in minib3d


CASO(Posted 2009) [#8]
I was trying to run MiniB3d in Parallels 5 and it keeps crashing at RenderWorld


Difference(Posted 2009) [#9]
I think I understand it more correctly now.

Parallels reports GL_ARB_multitexture present and therefore
glActiveTextureARB
glClientActiveTextureARB
glMultiTexCoord**ARB

present

but crashes when glActiveTextureARB is called.


Brucey(Posted 2009) [#10]
Does GLEW_ARB_multitexture return true too?


Difference(Posted 2009) [#11]
I don't know how to check that.
The code below gives me an "Identifier GLEW_ARB_multitexture not found"
SuperStrict
Import pub.glew

SetGraphicsDriver GLGraphicsDriver()
GLGraphics(800, 600, 0, 0, GRAPHICS_BACKBUFFER | GRAPHICS_DEPTHBUFFER)
glewInit()

If GLEW_ARB_multitexture
	Print "GLEW_ARB_multitexture present"
EndIf



Brucey(Posted 2009) [#12]
Oh. I see... nevermind :
Global GL_ARB_multitexture:Byte="__GLEW_ARB_multitexture"


I'm guessing it must be a driver issue then.


Difference(Posted 2009) [#13]
Maybe.

Can you run minib3d on your Mac under Parallels?


Difference(Posted 2009) [#14]
After a lot of bug hunting I found it.

I think Brucey is right that it is a driver issue, because it can be solved by removing the GRAPHICS_ACCUMBUFFER flag in miniB3D TGlobal.Graphics3D()

so that it just reads: Graphics(width,height,depth,rate,GRAPHICS_BACKBUFFER|GRAPHICS_DEPTHBUFFER )