Here's the iBook (where the text is drawn the right way up):
ATY,RageM3:
Chipset Model: ATY,RageM3
Type: Display
Bus: AGP
Slot: ATI
VRAM (Total): 8 MB
Vendor: ATI (0x1002)
Device ID: 0x4c46
Revision ID: 0x0002
ROM Revision: 113-XXXXX-125
Displays:
Color LCD:
Display Type: LCD
Resolution: 1024 x 768
Depth: 32-bit Color
Built-In: Yes
Core Image: Not Supported
Main Display: Yes
Mirror: Off
Online: Yes
Quartz Extreme: Not Supported
and my G4:
ATI Radeon 9000 Pro:
Chipset Model: ATY,RV250
Type: Display
Bus: AGP
Slot: SLOT-1
VRAM (Total): 64 MB
Vendor: ATI (0x1002)
Device ID: 0x4966
Revision ID: 0x0001
ROM Revision: 113-99702-127
Displays:
L768:
Resolution: 1280 x 1024 @ 75 Hz
Depth: 32-bit Color
Core Image: Not Supported
Main Display: Yes
Mirror: Off
Online: Yes
Quartz Extreme: Supported
Rotation: Supported
Display:
Status: No display connected
Thanks for any help.
Cheers,
-C
I don't have access to my Dual G4 at the moment, but I suspec
On 13/12/2005, at 5:30 AM, John Stiles wrote:
> Which video cards are in these machines?
>
>
> On Dec 11, 2005, at 3:12 AM, Christopher Hunt wrote:
>
>> Hi there,
>>
>> I'm using NSAttributedString's drawAtPoint method to draw into a
>> texture via NSImage and NSBitmapImageRep (as per the Custom Cocoa
>> OpenGL sample from Apple). When I draw into my texture on my Dual
>> 1Ghz G4 the texture is upside down. I verify this using the OpenGL
>> profiler and its ability to display textures.
>>
>> However when I run the same code on my G3 Dual USB iBook, its the
>> right way up. Interestingly the Apple sample works fine on both
>> machines so I'm content with the fact that its something I'm/not
>> doing - I just can't see what!
>>
>> Any clues on what may be happening?
>>
>> Incidentally both machines are running the same OS (10.4.3) and
>> both have been fully updated. I use CVS to ensure that my code is
>> in sync.
>>
>> Thanks for any help.
>>
>> Cheers,
>> -C
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