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Re: Cocoa and full-screen GL
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Re: Cocoa and full-screen GL


  • Subject: Re: Cocoa and full-screen GL
  • From: Shawn Erickson <email@hidden>
  • Date: Tue, 1 Feb 2005 08:22:26 -0800


On Jan 31, 2005, at 5:48 PM, John Stiles wrote:

I've seen a lot of examples of fullscreen OpenGL with Cocoa, and they all seem a bit lacking. Actually getting full-screen graphics is not a problem for me—CGL works as advertised—but I'm stumped as to how to best handle events! All the demos I've found seem lacking:

What is currently used in a game I am working on is two threads. The main thread is used to run, in this case, a Carbon event loop with a set of registered event handlers and standard event handlers. It will handle a few classes of the events itself (like quit, hide, etc.) and only pass off what is needed to the game logic (key, mouse, etc.).


The game engine or loop runs in a secondary thread as fast as it can render things. The main thread (the one running the event loop) feeds game related events to the game thread via a queue.

We provide the option of capturing all displays or just the display they want to play on and we capture the screens using Quartz services. By capturing the display we allow the most GL hardware resources to be available to the game and it blocks the exposé effect and command-tabbing for free. We of course provide a way to hide the game (without stopping the game) and this will detach the displayable GL and uncapture any screens that we have captured. SImply commmand-tabbing back to the game or selecting it in the dock will get things recaptured as needed, etc.

-Shawn

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