| Summary: | Major fullscreen drawing problems with OpenGL (Mac) | ||
|---|---|---|---|
| Product: | SDL | Reporter: | Vern Jensen <vern> |
| Component: | video | Assignee: | Sam Lantinga <slouken> |
| Status: | RESOLVED FIXED | QA Contact: | Sam Lantinga <slouken> |
| Severity: | normal | ||
| Priority: | P2 | ||
| Version: | HG 2.0 | ||
| Hardware: | x86 | ||
| OS: | Mac OS X 10.6 | ||
I just did a bunch of work to fix OpenGL and fullscreen modes on Mac OS X. Can you try it out in the latest snapshot? http://www.libsdl.org/tmp/SDL-1.3.zip Thanks! Yes, it works great now. I've marked the bug as "fixed". There is a new bug related to this (switch from fullscreen -> windowed problem), which I've reported in a new bug report. Great, thanks! |
This is for SDL 1.3-5080. Basically, fullscreen on MacOS X 10.6.6 is very broken when using OpenGL. (untested with non-OpenGL) There are several problems: 1) If you initially create the window using the SDL_WINDOW_FULLSCREEN flag, you'll get alternate drawing of black and the image that should be drawn. This happens very fast, resulting in a flickering that is mostly black, with the image you're supposed to be seeing sometimes showing up somewhat through the flicker. To see the problem, just open up "testgl.c" in the test suite, find: if (!CommonInit(state)) { quit(2); and add this line right before it: state->window_flags |= SDL_WINDOW_FULLSCREEN; // ADDED BY VERN FOR TESTING I my own program I've run into other problems as well when using SDL_SetWindowFullscreen() *after* window creation( instead of the SDL_WINDOW_FULLSCREEN flag when creating the window), but so far haven't duplicated this in the demo.