Great! That compiles under Win32 (core+plugins in debug+release compiled) and runs. Thank you for the integration, and thank you for X11/XRANDR code. I just hope a Mac user could test. Should we post on osg-users for that?
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 16 Dec 2008 16:35:47 +0100, Sukender <[email protected]> a écrit: > 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 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
