obi_wan wrote:ok now i can see everything, shadows too

but the game runs at 25 fps

really poor
The binary that allows all effects to be seen was built from a snapshot just before a large amount of optimizations were done, because after that some things broke over here.
Also, if it's your first time playing with newer game data (i.e. RC pk3 or data from svn), there is a LOT more candy - effects etc. ,, even just in the maps themselves. I turned on almost everything (not shadows tho) in the autoexec for testing purposes [make it easier]. You can get a speed boost on your specific setup by doing couple little things like disable r_glsl_offsetmapping. That probably help a bit, but there's some other things too like if you don't care about bloom turn that off for speed (but you can also turn down r_bloom_resolution instead [default is 320],, i.e. try 64).
I noticed in the screenshots people always turn down texture quality and aniso for speed. This doesn't really help so much as other options I would suggest first:
r_shadow_gloss "0"
r_glsl_offsetmapping "0"
r_bloom_resolution "64"
r_shadow_bumpscale_basetexture "1"
r_shadow_bumpscale_bumpmap "0"
& if you don't care about it you could also
r_glsl_deluxemapping "0"
BTW G5 binary is built "regulated power" - try turning resolution up.
obi_wan wrote:i knew that the macintosh isn't a gaming machine... but i didn't thought it was so poor for that

Just like last year when they hired GL engineers and then released updated drivers slightly faster with more features, this year they just posted positions for hire - for
optimization and design. So... there is still hope obi_wan!
It is this way because of several things. The drivers on OSX are built on top of a shared GL engine, but in Windows or proprietary NVidia/ATI Linux drivers they have individual GL drivers with their own 2D drivers and can do "tricks" for speed increase. This is simplified example, so don't take it the wrong way - _of course_ OSX drivers have their own interfaces to the engine.
Further, right now the underlying Apple GL engine [shared engine] I believe to be a bottleneck for the drivers. There seem to be 'caps' on thruput, example - Quake 4 runs same speed at 1600x1200 vs. any lower resolution [no difference in FPS]. People migrating to OSX from other Unix complain about these caps when they bring their thruput benchmarks over and only get so few MegaPixels. Most people just don't realize and just think it's cool that you can even run these new games at crazy res like 1920x1200 (or whatever), but don't stop to think just why that is exactly. (It is impressive that no loss in going up in resolution so high though.)
There is also the fact that the 3D engine ,, i.e. GL engine ,, _has_ to be running 24/7. The entire user interface is composited output GL and seems Apple is naughty and UNDERclocks video cards

Maybe this make less heat or more stable in some ways it's just absurd really. You have to give them mad props tho, there's no flicker or artifact - everything seamless transition completely smooth - a bazillion 3D running simultaneously.
@ KadaverJack : Thanks for clarifying that. Actually was talking about differences in the binaries from the disk image, but it's good to know this
