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toggle fullscreen/windowed
Hello
I'm trying to switch between fullscreen and windowed mode under mac os X (
i've got it to work fine on windows )
What happens is that the textures don't display between the 2 modes ( if i
toggle back to the original mode everything reappears so the texture is
still in memory )
I just see "black squares" instead of the textures.
Any idea ?
pat.
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patrox
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6/17/2004 6:22:39 PM |
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patrox wrote:
> Hello
>
> I'm trying to switch between fullscreen and windowed mode under mac os X (
> i've got it to work fine on windows )
> What happens is that the textures don't display between the 2 modes ( if i
> toggle back to the original mode everything reappears so the texture is
> still in memory )
>
> I just see "black squares" instead of the textures.
>
> Any idea ?
> pat.
>
>
My guess: you have two rendering contexts, one for fullscreen and one
for windowed mode, and you aren't sharing the textures between them.
--
Andy V
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Andy
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6/17/2004 10:02:56 PM
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> My guess: you have two rendering contexts, one for fullscreen and one
> for windowed mode, and you aren't sharing the textures between them.
Exact, how do you share textures ?
Thank you
pat.
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patrox
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6/18/2004 8:26:52 AM
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found it , works now, thanks!
pat.
"patrox" <misterbanned@hotmail.com> a �crit dans le message de
news:40d2a4f3$0$314$7a628cd7@news.club-internet.fr...
> > My guess: you have two rendering contexts, one for fullscreen and one
> > for windowed mode, and you aren't sharing the textures between them.
>
> Exact, how do you share textures ?
>
> Thank you
> pat.
>
>
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patrox
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6/18/2004 11:28:58 AM
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patrox wrote:
>>My guess: you have two rendering contexts, one for fullscreen and one
>>for windowed mode, and you aren't sharing the textures between them.
>
>
> Exact, how do you share textures ?
If you are using X11 windows, it is the second argument to
glXCreateContext. Create one context and pass it to the second call.
If Microsoft Windows, call wglShareContext after you create both.
--
Andy V
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Andy
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6/20/2004 3:17:51 AM
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