The problem is that BlitzMax apps simply crash on OS X when you have two graphics cards and go full screen with your app. And by full screen I simply mean what the Digesteroids sample game does, for example; so I'm not talking about anything fancy.
This one liner is all the code that you need to reproduce the problem and run into the 'invalid shared context' error:
The OpenGL driver on Windows works properly on my setup - the screen that I assigned as primary device in Windows' Display Control Panel goes fullscreen, the two others go dark, as it should be. On OS X, the program simply crashes instead.
So what I think what happens is that BlitzMax's OS X drivers don't properly recognize a two cards setup and try to initialize them as one card, which leads to the shared context crash.
My reference to pyglet was only a wishful-thinking feature-request, by the way. From what I've seen so far, it looks as if they've covered this entire multi-screen/multi-graphics card thing quite nicely with their feature set.
This one liner is all the code that you need to reproduce the problem and run into the 'invalid shared context' error:
Graphics 1024,768,32,60
The OpenGL driver on Windows works properly on my setup - the screen that I assigned as primary device in Windows' Display Control Panel goes fullscreen, the two others go dark, as it should be. On OS X, the program simply crashes instead.
So what I think what happens is that BlitzMax's OS X drivers don't properly recognize a two cards setup and try to initialize them as one card, which leads to the shared context crash.
My reference to pyglet was only a wishful-thinking feature-request, by the way. From what I've seen so far, it looks as if they've covered this entire multi-screen/multi-graphics card thing quite nicely with their feature set.