fixed fullscreen bug.
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@@ -50,7 +50,7 @@ namespace OpenRa.GlRenderer
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throw new InvalidOperationException("GL Error");
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throw new InvalidOperationException("GL Error");
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}
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}
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public GraphicsDevice( int width, int height, bool fullscreen, bool vsync )
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public GraphicsDevice( int width, int height, bool windowed, bool vsync )
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{
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{
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Sdl.SDL_Init(Sdl.SDL_INIT_NOPARACHUTE | Sdl.SDL_INIT_VIDEO);
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Sdl.SDL_Init(Sdl.SDL_INIT_NOPARACHUTE | Sdl.SDL_INIT_VIDEO);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_DOUBLEBUFFER, 1);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_DOUBLEBUFFER, 1);
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@@ -59,7 +59,7 @@ namespace OpenRa.GlRenderer
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_BLUE_SIZE, 8);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_BLUE_SIZE, 8);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_ALPHA_SIZE, 8);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_ALPHA_SIZE, 8);
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surf = Sdl.SDL_SetVideoMode(width, height, 0, Sdl.SDL_OPENGL | (fullscreen ? Sdl.SDL_FULLSCREEN : 0));
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surf = Sdl.SDL_SetVideoMode(width, height, 0, Sdl.SDL_OPENGL | (windowed ? 0 : Sdl.SDL_FULLSCREEN));
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Sdl.SDL_WM_SetCaption("OpenRA", "OpenRA");
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Sdl.SDL_WM_SetCaption("OpenRA", "OpenRA");
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Sdl.SDL_ShowCursor(0);
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Sdl.SDL_ShowCursor(0);
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@@ -67,16 +67,16 @@ namespace OpenRa.GlRenderer
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windowSize = new Size( width, height );
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windowSize = new Size( width, height );
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cgContext = Cg.cgCreateContext();
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cgContext = Cg.cgCreateContext();
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Cg.cgSetErrorCallback( CgErrorCallback );
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Cg.cgSetErrorCallback( CgErrorCallback );
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CgGl.cgGLRegisterStates( cgContext );
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CgGl.cgGLRegisterStates( cgContext );
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CgGl.cgGLSetManageTextureParameters( cgContext, true );
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CgGl.cgGLSetManageTextureParameters( cgContext, true );
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vertexProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_VERTEX );
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vertexProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_VERTEX );
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fragmentProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_FRAGMENT );
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fragmentProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_FRAGMENT );
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Console.WriteLine("VP Profile: " + vertexProfile);
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Console.WriteLine("VP Profile: " + vertexProfile);
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Console.WriteLine("FP Profile: " + fragmentProfile);
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Console.WriteLine("FP Profile: " + fragmentProfile);
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Gl.glEnableClientState( Gl.GL_VERTEX_ARRAY );
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Gl.glEnableClientState( Gl.GL_VERTEX_ARRAY );
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