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
This commit is contained in:
Jean-Luc Peurière
2005-10-20 18:05:06 +00:00
parent 9409eaf92e
commit acf2fda50e

View File

@@ -182,7 +182,7 @@ GHOST_WindowCarbon::GHOST_WindowCarbon(
(SInt32)this); // Store a pointer to the class in the refCon
*/
//GHOST_PRINT("GHOST_WindowCarbon::GHOST_WindowCarbon(): creating full-screen OpenGL context\n");
setDrawingContextType(GHOST_kDrawingContextTypeOpenGL);
setDrawingContextType(GHOST_kDrawingContextTypeOpenGL);;installDrawingContext(GHOST_kDrawingContextTypeOpenGL);
updateDrawingContext();
activateDrawingContext();
}
@@ -477,7 +477,7 @@ GHOST_TSuccess GHOST_WindowCarbon::installDrawingContext(GHOST_TDrawingContextTy
}
else {
//GHOST_PRINT("GHOST_WindowCarbon::installDrawingContext(): init full-screen OpenGL\n");
pixelFormat = ::aglChoosePixelFormat(0, 0, sPreferredFormatFullScreen);
GDHandle device=::GetMainDevice();pixelFormat=::aglChoosePixelFormat(&device,1,sPreferredFormatFullScreen);
m_aglCtx = ::aglCreateContext(pixelFormat, 0);
if (!m_aglCtx) break;
if (!s_firstaglCtx) s_firstaglCtx = m_aglCtx;