Macbooks no longer supported

After 2 full version releases and lots of promises and bets, the macbook error has not been resolved. There was one version/patch of blender that did fix 98% the incredible macbook lag, but never became apart of the official release.

So I was wondering if the developers are ever going to work in the macbook fix into… the next version?! 2.5?

Ever since the release of leopard, I had to resort to VM ware to get my work done, and I dont want to continue using windows to do my work.

It was said over and over that it is a bug in the apple drivers, over which we have no control. Apple has been reported of the error.

It is up to Apple to correct this. We use an uncommon feature of OGL, but it should work. Unfortunately, games dont use that, so there is not a lot a pressure to make sure it works

The patch was mostly working, but at the expense of all other macs with a correct graphic card, so it is not a solution. We cannot commit for an official special build for macbook, but one can be done. Also the trick with the OpenGL monitor still work.

More, none of the active devs have a macbook, it is hard to work on a problem you dont see.

For 2.50, it is planned to try to eliminate front buffer drawing (which is the root of the problem), so that should solve things

I own a macbook running 10.4.11, what exactly is this error? What is lagging? I am by no means a hard core user but so far blender seems to run fine. I would like to test this out. Thanks

what ? so is blender not working right under macs now ? also under ati’s video cards ?

Man next time i buy a computer i think i have to do a lot of research to have blender running without problems.

I think the problem is only with macbooks which use an intel GMA 950 (integrated graphics?) card. I know I experience some problems, like the knife tool doesn’t draw, but when I push enter it did make the cuts I didn’t see, whichs I can deal with.

only some macbooks with intelGMA950 are affected, and only under Leopard

Is this a problem in new macbook-pros?

i have an ati 2700 and i dont have problems. then again i’m a noob. maybe i just havent used the feature that has problems yet.

How do we make a mac build of blender while disabling double buffering?

since apple aint’ gona do anything anytime soon, I would like to propose another blender build of 2.46 that doesnt have the double buffer option on. cause I feel bummed out that I have to use an old blender SVN to get anything done on leopard.

yah, so the devs dont have macbooks, but a good percentage of people have macbooks in this world, and some of them (like me!) would like to see blender in its prime! so dont forget us lousy GMA chipset people :smiley:

afaik, you need a mac to build for mac.

well some dev has one, or that one SVN build I used was not made on a macbook
btw, I would like to thank that dev for making that patch, I just cant remember the name

yeah, im quite sure there are more then one with mac’s im just saying in that post… :wink:

though i guess its theoretically at least, possible to maybe build on a “intel based” linux distribution for a “intel based” mac, as iirc its possible to build for windows under linux with gcc/mingw, but i wouldn’t know what compiler to use in that for-mac case. :confused:

I had some issues with sculpting not working on my mac book pro back in the last release… wonder if its working now.

They have other macs, like macbook pros and mac pros.

when i say mac i man all osx running machines be them desktops, books or books for pros.

This is unacceptable. I’ve been using Blender for ages (don’t even remember how long) and this is the first time i’m really, really dissapointed. The ‘solution’ of no longer supporting Macbooks/Mac Mini’s sounds like a solution one would expect from Microsoft, not from an open source application.

  • edit

As I mentioned in the older post on this subject the OpenGL profiler workaround does not work anymore. Blender crashes everytime it’s launched from the profiler.

Here’s the crash report from OS X when Blender 2.46 crashes. Maybe it’s helpfull to anyone (who knows how to read these ;-).

Process: blender [48820]
Path: /Users/*/Downloads/blender-2.46-OSX-py2.3-intel/
Identifier: org.blenderfoundation.blender
Version: 2.46 (2.46, 2008-May-18, Blender Foundation)
Code Type: X86 (Native)
Parent Process: OpenGL Profiler [48772]

Date/Time: 2008-05-21 23:47:03.509 +0200
OS Version: Mac OS X 10.5.2 (9C7010)
Report Version: 6

Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread: 0

Thread 0 Crashed:
0 org.blenderfoundation.blender 0x0000cd87 0x1000 + 48519
1 org.blenderfoundation.blender 0x000d5c03 0x1000 + 871427
2 org.blenderfoundation.blender 0x00007116 0x1000 + 24854
3 org.blenderfoundation.blender 0x00003a47 0x1000 + 10823
4 org.blenderfoundation.blender 0x00003302 0x1000 + 8962
5 org.blenderfoundation.blender 0x00003229 0x1000 + 8745

Thread 1:
0 libSystem.B.dylib 0x94ffa9e6 mach_msg_trap + 10
1 libSystem.B.dylib 0x950021dc mach_msg + 72
2 0x14d6e3e4 gloInitializeLibrary + 82776
3 libSystem.B.dylib 0x9502bc55 _pthread_start + 321
4 libSystem.B.dylib 0x9502bb12 thread_start + 34

Thread 2:
0 libSystem.B.dylib 0x95001bce __semwait_signal + 10
1 libSystem.B.dylib 0x9502c8cd pthread_cond_wait$UNIX2003 + 73
2 libGLProgrammability.dylib 0x94a77432 glvmDoWork + 162
3 libSystem.B.dylib 0x9502bc55 _pthread_start + 321
4 libSystem.B.dylib 0x9502bb12 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x000d5b65 ecx: 0xffffffff edx: 0x00000000
edi: 0x00000000 esi: 0x014ef050 ebp: 0xbffff828 esp: 0xbffff810
ss: 0x0000001f efl: 0x00010246 eip: 0x0000cd87 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x00000000

Gee, what do you expect them to do? Magically conjure a patch out of thin air?

Im sure they will do something about it in the near future, meanwhile you can vmware around it or use another platform.

lets put it under “minor inconvienience”

Well, I wouldn’t say that. I’ve tried it out on a friend’s macbook, and it is BAD. Even on the default scene, anything you do takes at least a second or two to respond.
Funny thing is, it works fine on imacs with identical specs…