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Re: Cocoa, full-screen mode, and windows
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Re: Cocoa, full-screen mode, and windows


  • Subject: Re: Cocoa, full-screen mode, and windows
  • From: John Stiles <email@hidden>
  • Date: Fri, 11 Feb 2005 13:57:25 -0800

On Feb 11, 2005, at 12:24 PM, Ricky Sharp wrote:

Unfortunately it seems you're in a bind either way. Since you need to switch res, I do agree that capturing the display is the route to go. But then you're not supposed to use windows with captured displays. Don't know which one is the lesser of two evils :P

Well, there are plenty of existence proofs of popular games that capture the display and then put up windowed OpenGL content on it—World of Warcraft is one. Unfortunately, Apple's current OpenGL implementation doesn't have complete functionality in "full screen" mode (pbuffers don't work, for example), and so we don't really have a choice on that one.


Someone off-list suggested that I might go lower-level than AppKit to position the window. (i.e. Carbon or talk to the Window Server directly) I will probably give that a shot and see how it goes. It's kind of a PITA but it's worth trying.

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  • Follow-Ups:
    • Re: Cocoa, full-screen mode, and windows
      • From: Chaz McGarvey <email@hidden>
References: 
 >Cocoa, full-screen mode, and windows (From: John Stiles <email@hidden>)
 >Re: Cocoa, full-screen mode, and windows (From: Ricky Sharp <email@hidden>)
 >Re: Cocoa, full-screen mode, and windows (From: John Stiles <email@hidden>)
 >Re: Cocoa, full-screen mode, and windows (From: Ricky Sharp <email@hidden>)

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