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Re: CGShieldingWindowLevel question
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Re: CGShieldingWindowLevel question


  • Subject: Re: CGShieldingWindowLevel question
  • From: John Stauffer <email@hidden>
  • Date: Fri, 13 Jun 2003 15:27:10 -0700

Attach the fullscreen OpenGL context:
CGLSetFullScreen(CGLContextObj ctx);

Detach the fullscreen OpenGL context:
CGLClearDrawable(CGLContextObj ctx);

There is no way to draw directly to the screen frame buffer or over the top of a full screen OpenGL context. Remember the screen might no longer be in a linear format or even at the same base address.

John

On Friday, June 13, 2003, at 01:42 PM, FeiL wrote:

Thanks for answering my question. But how to detach the full screen OpenGL context from the display device.

The worse case is I have no control on the application over which I want to pop a window. I found I can draw directly to the base address of the display by change the data in base address. Is this a good idea to draw something on a full screen OpenGL?

Thanks for any idea.
Fei

On Friday, June 13, 2003, at 12:25 PM, John Stauffer wrote:

A full screen OpenGL context by definition will take over the display. Meaning the display frame buffer could become swizzled into some hardware specific format and page flipped. So attempting to pop a window over the top of a full screen OpenGL context will never really work right. You have 2 choices if you have a requirement to do this.

1) Use a windowed OpenGL context. You'll pay up to a 10% performance penalty for high frame rates on high res displays.

2) Detach the full screen OpenGL context from the display device before you attempt to pop a window over the top.

Both of these will require you to do the usual startFullScreen/endFullScreen code you have below.

John
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References: 
 >Re: CGShieldingWindowLevel question (From: FeiL <email@hidden>)

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