Closed GoogleCodeExporter closed 9 years ago
Small update to the es-utils/samples patch. My win32-api jedi powers are quite
rusty...
Original comment by badlogicgames
on 15 Dec 2010 at 12:39
Attachments:
updated patches to revision 533
Original comment by badlogicgames
on 17 Jan 2011 at 8:02
Attachments:
Updated patches for revision 538. eglSwapInterval has no effect in full-screen
mode. VSynch is off by default.
Original comment by badlogicgames
on 24 Jan 2011 at 1:39
Attachments:
[deleted comment]
[deleted comment]
Other OpenGL/EGL implementations don't have built-in support for a full-screen
mode, so what is the purpose of adding this to ANGLE? With OpenGL you're
supposed to use OS-specific functions to achieve full-screen mode (if
available). For example on Windows you could use ChangeDisplaySettings(). It
might be convenient to have ANGLE take care of it by using Direct3D's built-in
support for switching to a full-screen mode, but I'd recommend against that
because your code wouldn't be cross-platform compatible.
At the very least there should be an EGL extension specification to make an
attempt at trying to standardize this. But other implementations are not likely
to adopt this because of the OS-specific workarounds to create a full-screen
mode.
Closing this issue. If you still think there's value in this please provide an
EGL extension spec and a new patchset which applies to the current codebase.
Original comment by c...@chromium.org
on 31 Jan 2014 at 7:16
Back when i filed this issue in 2010, the purpose was to use ANGLE in
stand-alone applications (much like what's being done in the samples). I
experimented with NVIDIA 3D Vision support back then, for which fullscreen is a
requirement.
Since 4 years have passed since then, i moved on. Perfectly fine to clean out
the issue tracker and close this issue. I'm probably not capable of writing a
bullet proof EGL extension spec :)
Original comment by badlogicgames
on 31 Jan 2014 at 7:24
Oh, looks like i actually provided an EGL extension specification in the
original post, so at least there's that.
Not gonna waste anymore of your time, keep up the good work!
Original comment by badlogicgames
on 31 Jan 2014 at 7:26
Original issue reported on code.google.com by
badlogicgames
on 14 Dec 2010 at 2:38Attachments: