Aye Aye Sir! I'm going to recompile & test under Win32. And I agree for your tweaks, that's good for me.
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 16 Dec 2008 16:15:50 +0100, Robert Osfield <[email protected]> a écrit: > Hi Sukender, > > I have just checked in your changes with a few tweaks. > > The main one being that I've renamed ScreenResolution to > ScreenSettings as the structure covers more than resolution. I change > the method names to reflect this as well. I re-instated the > setRefreshRate() method for backwards compatibility, implementing it > using the new setScreenSettings(..) method. > > I also implemented the enumateScreenSettings code for X11 using > Xrandr, and tweaked the Xrandr options usage so it's on by default if > the has Xrandr installed. I believe under Linux Xrandr is pretty > standard now so it should be OK to enable. > > I did find problems with Xrandr's implementation of refresh rates, > it's only reporting 50 and 51herz as support for my monitors 1280x1024 > default resolution when the monitor is capable of 75herz at this size. > Running xrandr on the command line reports exactly the same res and > refresh rates so it's clearly a bug in the xrandr implementation or X > configuration. > > Due to tweaks in naming there is chance that I've broken the Windows > build so I'd appreciate a quick test of this. > > Robert. > > On Tue, Dec 16, 2008 at 12:52 AM, Sukender <[email protected]> wrote: >> Forgot to mention (but that was obvious): you of course can enumerate >> supported screen resolutions with corresponding method (not implemented yet >> for X11 as explained). >> I used it in my project and that's nice because I now can auto-find the >> closest supported fullscreen resolution using a simple search function (Ex: >> 1600x1024 not supported? It will try 1600x1200 or something similar). >> Morover, it avoids the ugly 60 Hz default by using the highest refresh rate >> available. :) >> >> Sukender >> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ >> >> >> Le Tue, 16 Dec 2008 00:49:11 +0100, Sukender <[email protected]> a écrit: >> >>> Hi Robert, hi all, >>> >>> As discussed on osg-users, I changed >>> GraphicsContext::WindowingSystemInterface. The main problem is that I need >>> testing under OSX and Linux. Here is what has been done: >>> >>> I created a ScreenResolution structure to take as argument (instead of >>> references on integers) for >>> WindowingSystemInterface::get/setScreenResolution(). It contains: >>> - screen size >>> - color depth >>> - and refresh rate >>> This structure may be extended later if needed, but it seems to fit what's >>> possible with Win32/Carbon/X11. >>> >>> Please note that I kept the previous prototypes of >>> get/setScreenResolution() for backward compatibility (they are marked as >>> deprecated though). But I removed the setScreenRefreshRate() since I don't >>> find it logical to set the refresh rate without the resolution. If that >>> decision is wrong, you just need to uncomment the setScreenRefreshRate() >>> declaration and definitions. If it is right, then commented lines can be >>> deleted. >>> >>> The behaviour of the setScreenResolution() method is to set parameters that >>> don't have a 0 value. For instance, if you set the refresh rate but not the >>> screen size not the color depth, then it is as calling the (commented out) >>> setScreenRefreshRate(). >>> >>> Here is the detail for each windowsing system: >>> - Win32: Almost everything ok, except setting color depth that seem to have >>> trouble with OpenGL (maybe my video driver?). That works but I have a >>> strange behaviour when setting my screen to 8 or 16 bits. >>> - Carbon: Everything has been coded, thanks to Apple's online >>> documentation, but I just can't compile (I'm under Win32). >>> - X11: I got lost in X11 and XRANDR, so some things were coded, some not: >>> you can't *Get* the refresh rate, you can't *Set* the color depth, and you >>> can't enumerate your supported resolutions. >>> >>> So, what is needed: >>> - Test Carbon code. >>> - Finish X11 code, and test it. >>> >>> Attached: >>> - A 7-Zip archive containing modified files against rev. 9357 of the SVN >>> trunk. >>> - An OpenOffice 3 spread sheet that sums up what I coded/tested (The one I >>> used). >>> >>> Sukender >>> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ >> >> _______________________________________________ >> osg-submissions mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >> > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
