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

Reply via email to