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