rendered paste body#0 0x92bfe12c in _NSRaiseError ()
#1 0x937dcd60 in -[NSWindow _commonAwake] ()
#2 0x937cc624 in -[NSWindow _commonInitFrame:styleMask:backing:defer:] ()
#3 0x937cb948 in -[NSWindow _initContent:styleMask:backing:defer:contentView:] ()
#4 0x937cb730 in -[NSWindow initWithContentRect:styleMask:backing:defer:] ()
#5 0x30032d8c in QZ_GetGammaRamp ()
#6 0x30032104 in QZ_GetGammaRamp ()
#7 0x300309a8 in QZ_GL_SwapBuffers ()
#8 0x300253c0 in SDL_SetVideoMode ()
#9 0x1700a658 in GLimp_InitGraphics (fullscreen=qfalse) at src/ports/unix/gl_sdl.c:615
#10 0x1700a890 in GLimp_SetMode (pwidth=0x1a5d7fd8, pheight=0x1a5d7fdc, mode=3, fullscreen=qfalse) at src/ports/unix/gl_sdl.c:665
#11 0x1702da1c in R_SetMode () at src/ref_gl/gl_rmain.c:1133
#12 0x1702dd9c in R_Init (hinstance=0x0, wndproc=0x0) at src/ref_gl/gl_rmain.c:1195
#13 0x000dc210 in VID_LoadRefresh (name=0xbffff498 "ref_sdl.dylib") at src/ports/macosx/vid_osx.c:301
#14 0x000dc5cc in VID_CheckChanges () at src/ports/macosx/vid_osx.c:379
#15 0x000dc748 in VID_Init () at src/ports/macosx/vid_osx.c:405
#16 0x00056d0c in CL_Init () at src/client/cl_main.c:2377
#17 0x000a6cbc in Qcommon_Init (argc=1, argv=0xbffff7ec) at src/qcommon/common.c:1559
#18 0x000db790 in main (argc=1, argv=0xbffff7ec) at src/ports/macosx/sys_osx.m:489
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1);
flags = SDL_OPENGL;
if (fullscreen)
flags |= SDL_FULLSCREEN;
SetSDLIcon(); /* currently uses ufoicon.xbm data */
#if 0
if (!SDL_VideoModeOK(vid.width, vid.height, 0, flags)) {
Sys_Error("(SDLGL) SDL_VideoModeOK failed (%ix%i): %s\n", vid.width, vid.height, SDL_GetError());
return qfalse;
}
#endif
if ((surface = SDL_SetVideoMode(vid.width, vid.height, 0, flags)) == NULL) {
Sys_Error("(SDLGL) SDL SetVideoMode failed: %s\n", SDL_GetError());
return qfalse;
}
SDL_WM_SetCaption(GAME_TITLE, GAME_TITLE_LONG);
SDL_ShowCursor(SDL_DISABLE);
if (!SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencil_bits)) {
ri.Con_Printf(PRINT_ALL, "I: got %d bits of stencil\n", stencil_bits);
if (stencil_bits >= 1) {
have_stencil = qtrue;
}
}