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Leopard Technical Q&As: Graphics & Imaging
Mac OS X provides programming interfaces that work together to create a seamless visual environment for games. Developers can use three main graphics technologies: Quartz 2D, the graphics library that leverages the PDF drawing model; a platform-optimized OpenGL stack that handles three-dimensional graphics; and Quartz Extreme, the unique Mac OS X windowing system that brings together 2D and 3D graphics, and composites 2D images, 3D images, and video in real time.

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Core Animation properties and Reference Counting (HTML)
QA1565: Describes a discrepancy between the property declarations in Core Animation and the actual behavior.
Getting the pixel data from a CGImage object (HTML)
QA1509: Describes how to access the pixel data of a CGImage object
Requirements for Quartz GL (HTML)
QA1536: Describes the requirements for enabling Quartz GL.
AGL Changes for Mac OS X Leopard (v. 10.5) (HTML)
QA1523: This Q&A describes the new and deprecated APIs for Apple OpenGL (AGL)
CGBitmapContextCreate Supported Color Spaces (HTML)
QA1037: Lists the color space and alpha info combinations currently supported by CGBitmapContextCreate.
Ensuring hardware accelerated rendering for your OpenGL application (HTML)
QA1502: Using the NoRecovery pixel format attribute and how to check whether vertex and fragment processing is executed on the GPU or CPU
Synchronizing OpenGL rendering updates to the vertical refresh of the display (HTML)
QA1521: How to avoid tearing by synchronizing your rendering to the display VBL
Context Sharing Tips (HTML) (日本語 HTML)
QA1248: How to correctly share OpenGL contexts and what the limits on this sharing are.
How do I determine how much VRAM is available on my video card? (HTML)
QA1168: Using Core Graphics and IOKit to find the physical size of VRAM on installed hardware.
Updating OpenGL Contexts (HTML) (日本語 HTML)
QA1209: When and why to update an OpenGL context in response to system and user actions.
Is ColorSync thread safe? (HTML) (日本語 HTML)
QA1261: Discusses ColorSync thread-safety issues.
Using Clip Region and Buffer Rectangles with OpenGL Carbon (HTML) (日本語 HTML)
QA1222: Shows the basics of using buffer rectangles and clip regions with AGL.
How do I tell if a particular display is being hardware accelerated by Quartz Extreme? (HTML) (日本語 HTML)
QA1218: Describes how to use CGDisplayUsesOpenGLAcceleration to see if a display is accelerated or not.
How can I programmatically determine the DPI of the current video mode? (HTML) (日本語 HTML)
QA1217: Describes how to compute the DPI for a given display in a given mode using Core Graphics.
GetProcAdress and OpenGL Entry Points (HTML) (日本語 HTML)
QA1188: Technique for finding function pointers for OpenGL entry points in Cocoa and Carbon
Current GDevice Dependencies (HTML) (日本語 HTML)
QA1115: Describes potential problems with creating windows or ports when the current GDevice isn't the main device.
Carbon Full Screen Conundrums (HTML)
QA1068: Describes the available Mac OS X DrawSprocket services.
How do I use QuickDraw with CGDirectDisplay? (HTML)
QA1011: Explains how to draw to a CGDirectDisplay-captured display using QuickDraw.
QDFlushPortBuffer (HTML) (日本語 HTML)
QD65: Describes a possible solution for window update problems under Carbon.