On Tue, Jan 22, 2013, at 07:50 AM, Clay Heaton wrote: > > I've read through the Apple display capturing guide, yet I always end up > with a black screen (instead of the proper contents of my NSOpenGLView) > when I try to capture the display. I suspect that I'm not assigning the > proper context when using CGDisplayCapture(), but I'm getting confused > with contexts and can't figure out what's gone awry.
Don't capture the display. It's discouraged nowadays because it will prevent the user from seeing important things like the "Your battery is about to die" message. It also doesn't get you any net performance gain; fullscreen OpenGL contexts have been deprecated for a couple OS releases now. Send -enterFullScreenMode:withPresentationOptions: to your OpenGL view. You can pass a ton of arguments to it to disable the menu bar, app switching, etc. If you want to render at a lower resolution than the display, render to a texture of the appropriate size and then draw that texture in a fullscreen quad. --Kyle Sluder _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com