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NSOpenGL Full Screen
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NSOpenGL Full Screen


  • Subject: NSOpenGL Full Screen
  • From: Jeff LaMarche <email@hidden>
  • Date: Sun, 20 Sep 2009 14:01:20 -0400

Okay, I'm feeling a little foolish. I've been so focused on iPhone stuff for the last year and a half that I either didn't notice or just plain forgot that NSView now has a method for displaying in full screen mode. It certainly makes the whole process much easier.

I've updated the old NSOpenGL Full Screen sample code to use this method.

http://innerloop.biz/code/OpenGL Full Screen.zip

This technique doesn't give you the zooming animation, but I'm not sure how big of a deal that is. I was able to get the zooming working by using a second window instance rather than trying to change the style mask between borderless and regular, but I never fully resolved the problem with the full screen view failing to receive key events until it was clicked the first time, but I stopped trying to figure it out once I realized there was an easier way.

Because the technique of placing the window above the menu bar was specifically mentioned at a WWDC session, I've also created another updated version of the OpenGL Full Screen sample code that uses that technique to create a dedicated full-screen app (one that doesn't have the option of windowed mode). You can find the code for that version here:

http://innerloop.biz/code/OpenGL Dedicated Full Screen.zip

I've also updated the code to compile in 64-bit mode and to use properties and synthesized instance variables. I've also got the texture mapping properly.

As I said before, I'm a little rusty on Cocoa, so please don't hesitate to point out improvements or problems.

Cheers
Jeff

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