jit.window issue Win to Mac patch port
Hello, I am opening a patch made on Windows in a Mac, and all is good except the mesh appears on the upper right corner instead of the center like on the windows version. I tried changing the depthbuffer to 0 and the mesh appears correctly in the middle but ALSO on the upper right corner (see picture). I am clueless, any help is very welcome! Thanks!!

patch?
The patch is huge and has lots of stuff, it's a whole app, impossible to post here. What would be useful for me is to have info about how jit.render and jit.window work in Mac, because this is clearly a difference in behaviour between Windows and Mac OpenGL. I tried using jit.world but there are some issues with some settings of the whole system I created, jit.world can't handle some matrix feedback I'm using. Maybe there is someone that has encountered the same problem of the Mac rendering displacement? Thanks!!!
Do you happen to have multiple jit.gl.camera objects rendering to the same context?
i see the "to_texture" message in the screenshot. wild guess but this might be the culprit, as that functionality has been superseded by jit.gl.node capture. If you're able to strip down the patch and isolate where the breakage occurs we can possibly offer some assistance.
Hey! Thanks for the responses! I'm not using cameras in the patch. This is a patch that has been in development even before there was the jit.gl.node or jit.gl.world objects in existence, so it uses the traditional rendering system. The thing is, it works perfectly on Windows, why does it display this error on Mac? I am now thinking that the shaders I am using can be the problem. I have made all the screenshots that show the GL part of the patch. Gonna check it out as soon as I have access to the Mac computer again.
BTW if you have a windows computer and care to check out the finished windows app: http://www.cooptrol.com/abstracks/AbstracksIV-Win.zip
extracted patch from your windows standalone
runs on Mac with that screen stuff centered
max 8.3.1 High Sierra
in preferences set avf & gl2


I can't thank you enough!!! This is a happy day. I'll report back and share the final build. Thank you again!!
I hope this it run as well on new macOS,
I can't tell you what the issue is, maybe opengl version used ?
By the way, your windows standalone is packed with lot of unneeded stuff,
can be reduced a lot.
To start with CEF - I see nothing in there that uses it...
Probablythe Open GL thing! What is CEF? Yes it's full of stuff that was made for the installation version etc.
CEF - chrome embedded framework,
used only for internet stuff, node.js etc
you can safely disable it in Standalone inspector.
AHh now I know what CEF is, and would love to know what is safe to delete from the standalone as of Max 8.3
Yes, I see I have to disable it and also delete it from the resources folder of the app
The key is standalone inspector.
You can also remove Gen support, Database,
C74 resources (add needed ones manually) ,
and most important set own Preferences and
on mac bundle indentifier .
this is what I would suggest on mac

On Windows, activate "Make Application Subfolder Search Path"
You are not using Audio settings, in which case you can remove all Java stuff,
which are needed because that patch uses many wasted resources, instead of using plain objects.
At the end remove all interfaces etc etc, that your app does not need.
------
hidemenubar on mac ...
If you only want to get rid of max menus,
that can also be done by removing them
from maxinterface.json file
-----
P.S.
Many parts can be optimised a lot.
abstrackssequencer ...
lots of waisted stuff in there
yafr - I'd rather use better sounding freeverb or nw.gwerb,
crossover - 18db one as max external ... instead of fft stuff
I was successful in creating a very light mac app, albeit had to use the jit.world object to solve the misplacement problem. I followed most of your indications. Thank you very much for your help!!
www.cooptrol.com/abstracks/AbstracksIV-Mac.zip
Glad to be helpfull.
I see no audio samples included in both win and mac version.
Is sequencer out of function ?
Mac app has several errors, I will report later today
what exactly.
Unzipped Mac App on High Sierra has errors
MaxAPI.framework/MaxAPI: file too short
MaxAudioAPI.framework/MaxAudioAPI: file too short
2 frameworks are broken.

should unzip like this

replacing them from max app fixes the problem.
P.S.
Maybe that's why samples extracted into /sounds did not get found.
No problems so far on Big Sur! I zipped the app in the Mac now, maybe the problem was the zip was made in the PC. You can try again if you wish: www.cooptrol.com/abstracks/AbstracksIV-Mac.zip
Thank you again!
I am sure that's the problem, plain Mac app will allways suffer
some corruption if it passes PC, or even some servers.
Most secure way is to place it into dmg on Mac.
------
One can go further with removal of unneeded resources,
but you got the large wasted stuff allready removed.
For example - you show only audio driver select but embed
whole audio status patch, which again forces you to use js and all that goes with it.
placing adstatus driver and one menu would have worked without that all.
and so on.
I know it might look convenient to zip sound samples and extract them
on app start, but that happens every time - extract on star - delete at quit.
Not only that it costs time, but also unneeded read/write cycles.
Makes sense only if you want to hide/copy protect the samples,
but that is not secure anyway.
-----
You are not signing the standalone, that will probably make troubles
on one or another Mac with all security stuff enabled.
Great, will do the adstatus thing.
How can I avoid the samples unzipping on startup?
Also don't know how to sign the standalone. Will look it up.
Thanks!!
Found this thread about the codesign thing, seems very complicated and not even guaranteed to work on every Mac. I guess is better to leave it to de user to go through Mac's warnings on startup. What do you think?
https://cycling74.com/forums/mac-standalone-codesigning-2021-update
Samples included the way you did it, probably using project manager,
can ony be unziped like it is now.
You could have otherwise placed them in a separate folder
and load them in traditional way by using search path to folder sounds.
Only way to really use them without any files,
would be to include them in collective like stream of samples and dump them
into buffer~ using peek~ , if that is what you mean.
One would then make them as small as possible,
use mono if stereo does not make any difference, etc.
But rhat would make sense only for short samples.
----
I refuse to codesign standalones and pay apple a single cent.
All my customers have to disable
gatekeeper in case they want software from me.
Or keep older OS on their Macs.
Other option is to download max which is codesigned
and distribute only collectives or patches.
There are ways to overcome security,
but it involves few steps, like if you want to use any
scripting, then first terminal and applescript need to gain full disk access,
then one has to execute the scripts etc etc.
Not everyone is capable of doing that, and quite few get scared
when one mentions terminal.
Great, for now I'll leave it as it is. It is not too heavy and works pefectly. Here you have the latest version if you wish. Thanks again for all the help and hope this thread is useful for everybody else.
http://www.cooptrol.com/abstracks/AbstracksIV.dmg
http://www.cooptrol.com/abstracks/AbstracksIV.zip
here is a link for you :
https://files.fm/u/aenjs5pv9
Instead of long explanations,
it is your mac standalone as stripped as I would do it.
Take a look into every single folder, to see what I removed.
To be able to do so, I had to extract your patch, subpatches, AbstracksIV.xml (presets) and sounds
from original mxf file.
Some changes had been done, but your patch and way it works respected completely.
I prefered to remove max menues instead of removing dock and menubar alltogether.
Mac users tend to get annoyed if menubar dissapears...
This works as is , removed items would differ,
depending on externals and other stuff used.
Oh great!!! Lot's of time invested helping, thanks!! I'll check it out as soon as I get my hands on the Mac.