I believe this is the right place to ask, but I also appeal to SDL veterans...

The osgSimpleViewerSDL example uses the SDL_WM_ToggleFullScreen(screen);
function found in SDL to toggle full screen mode when the 'f' key is pressed.
However, this function is only supported for X11, and therefore doesn't work
for Windows.


If I recall correctly, the reason toggle fullscreen doesn't work
correctly/consistently across platforms is because of a
flaw/limitation in how Microsoft Windows deals with rendering
contexts. On Windows, I believe when you switch the video mode,
everything in the context gets destroyed. Effectively, this means
everything in displaylists and texture memory gets destroyed. I don't
think there was anything that could be done at the SDL level to fix
this.

At your application level, you might be able to manually reload all
your displaylists and texture memory on toggle and then re-render your
scene. If you come up with an elegant solution with osg, I would love
to see it.

-Eric
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