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Annoying CGDisplayCapture Fades?



Hi, has anyone else used CGDisplayCapture() to take over the monitor?
We need to use it to disable some apple drawing, like the volume adjustment
floater that pops up with 10.2 on the new extended keyboards (like the flat
panel iMac). Anyway, we are able to capture the display just fine, but
there's this annoying fade-out/fade-in junk when we un-capture the display.
Also, if the menubar is showing and we decide to capture the display, apple
(in all its wisdom?) painted the screen black instead of just leaving the
picture as it is. That means that when we go back into the game, there's
this brief black flicker before we draw to the screen. It is infinitely
annoying.
Are there any other __SIMPLE__ routines for taking over the screen? We
tried BeginFullScreen(), but that doesn't prevent the volume pop-up.
DrawSprocket is out of the question as it would require a lot of rewriting.
Also, if it's a matter of ordering our calls to HideMenuBar(),
BeginFullScreen(), and CGDisplayCapture() in a way such that there is no
fading, does anyone know the order? Thanx for your help,

Zack Morris
Z Sculpt Entertainment
email@hidden
http://www.zsculpt.com
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References: 
 >Re: OpenAL & prebinding warnings (From: Chris Hanson <email@hidden>)



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