Fullscreen/Window using same context

Moderator
Posts: 608
Joined: 2002.04
Post: #16
Hunter Wrote:Er? What did I do to get myself banned? Did I insult somebody?

I know I shouldn't have reregistered but still...
That's a good question. I'm starting a new thread about it in the Staff forum... Sorry about that.

Edit: I've unbanned your Matrix account
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Apprentice
Posts: 17
Joined: 2005.05
Post: #17
Thanks

Edit: Thanks for confirming that i need two contexts... I just didnt want to have to do extra work if it wasnt needed...

damn badly worded documentation Mad

Thanks for all your help,
Adam
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Sage
Posts: 1,232
Joined: 2002.10
Post: #18
The technote has been updated. It now says:

"To further simplify the sharing of windowed and full screen contexts, the ability to use full screen pixel formats to create windowed drawables has been added to Mac OS X v10.3 Panther. This means a client can create one pixel format with full screen specified and use it to support both windowed and full screen contexts."

This is different that what I thought it meant... Huh
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #19
and it's just plain wrong, too, as far as I can tell. Maybe it means to talk about Tiger?
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Apprentice
Posts: 17
Joined: 2005.05
Post: #20
Ha!

So it did say what I thought it said.... Ah well, I got it working anyways...
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Sage
Posts: 1,232
Joined: 2002.10
Post: #21
Updating this thread-- the current discussion on the mac-opengl list includes indication from an Apple OpenGL engineer that it is supposed to work as the technote currently indicates. That is, you should be able to create a windowed drawable with a fullscreen pixel format.

However, this is broken. It does not currently work. Apparently, it used to work in 10.3.0.
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