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author | Dalai Felinto <dfelinto@gmail.com> | 2010-09-14 12:19:42 +0400 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2010-09-14 12:19:42 +0400 |
commit | 46f25680aa2722472a41a5da295f96c1ccfa6a03 (patch) | |
tree | 074762f44b71d038b704259350211999af69ceb8 /source | |
parent | 74b2022a821904f94e0bca8cc2c35d0aee9f98ab (diff) |
blenderplayer fix for "offset" problem when in fullscreen mode (worked together with Nathan Letwory - jesterKing)
The FullScreen state was never set. Therefore the window boundary was returning the wrong dimensions (it was assuming that it was not fullscreen).
* Note: blender.exe -W has a similar problem. We are working on that ...
Tested in Windows only. If someone can test in Linux and OSX please let me know if it's good there as well. To test it: ./blenderplayer -f myfile.blend
Diffstat (limited to 'source')
-rw-r--r-- | source/gameengine/GamePlayer/ghost/GPG_Application.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp index 71507642226..d1b8fb12336 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp +++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp @@ -370,6 +370,7 @@ bool GPG_Application::startFullScreen( fSystem->beginFullScreen(setting, &m_mainWindow, stereoVisual); m_mainWindow->setCursorVisibility(false); + m_mainWindow->setState(GHOST_kWindowStateFullScreen); success = initEngine(m_mainWindow, stereoMode); if (success) { |