void GLCtrl::StdView() { glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); Size sz = GetSize(); glViewport(0, 0, (GLsizei)sz.cx, (GLsizei)sz.cy); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, (GLfloat)(sz.cx)/(GLfloat)(sz.cy), 1.0f, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); }
281264 wrote on Mon, 13 September 2010 20:01 |
3.- As long as you are able to create a window without borders, capable to occupy the whole screen (which is not related with OpenGL), then OpenGL will occupy the full screen. BTW I am interested in working with a TopWindow in U++ capable to occupy the full screen, i.e. to use the screen space used by the lower Windows toolbar; any hint how to do it? |
cbpporter wrote on Mon, 13 September 2010 11:52 |
3. How can I make my application full screen and supply a resolution? Also, is it possible for OpenGL in fullscreen mode to use full/real hardware accelerated page swapping (not just hardware accelerated bliting)? |
281264 wrote on Mon, 13 September 2010 20:01 |
3.- As long as you are able to create a window without borders, capable to occupy the whole screen (which is not related with OpenGL), then OpenGL will occupy the full screen. BTW I am interested in working with a TopWindow in U++ capable to occupy the full screen, i.e. to use the screen space used by the lower Windows toolbar; any hint how to do it? |
mrjt wrote on Tue, 14 September 2010 17:35 |
(a 3D visualiser for a game called Dwarf Fortress) |
cbpporter wrote on Tue, 14 September 2010 17:53 | ||
No way!!!! Link please! |