fix for Game engine bug #1961 furnished by Josh Nimoy.
Thanks. Although the fix is not perfect (lacks screen requisition safeguards), it does indeed allow to run game engine fullscreen
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@@ -182,7 +182,7 @@ GHOST_WindowCarbon::GHOST_WindowCarbon(
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(SInt32)this); // Store a pointer to the class in the refCon
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*/
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//GHOST_PRINT("GHOST_WindowCarbon::GHOST_WindowCarbon(): creating full-screen OpenGL context\n");
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setDrawingContextType(GHOST_kDrawingContextTypeOpenGL);
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setDrawingContextType(GHOST_kDrawingContextTypeOpenGL);;installDrawingContext(GHOST_kDrawingContextTypeOpenGL);
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updateDrawingContext();
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activateDrawingContext();
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}
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@@ -477,7 +477,7 @@ GHOST_TSuccess GHOST_WindowCarbon::installDrawingContext(GHOST_TDrawingContextTy
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}
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else {
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//GHOST_PRINT("GHOST_WindowCarbon::installDrawingContext(): init full-screen OpenGL\n");
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pixelFormat = ::aglChoosePixelFormat(0, 0, sPreferredFormatFullScreen);
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GDHandle device=::GetMainDevice();pixelFormat=::aglChoosePixelFormat(&device,1,sPreferredFormatFullScreen);
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m_aglCtx = ::aglCreateContext(pixelFormat, 0);
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if (!m_aglCtx) break;
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if (!s_firstaglCtx) s_firstaglCtx = m_aglCtx;
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