Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

wazoo69

forcing fullscreen mode with Framework

This topic is 5785 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey all, just wonderin'' how to force a fullscreen mode right from the startup of an app using the D3DFramework.. I''ve specified the m_bWindowed = FALSE flag within the constructor, but it doesn''t seem to work. I''m looking through the source code of the app now, but I was hoping someone would have a quick answer.. thanks,

Share this post


Link to post
Share on other sites
Advertisement
Okay found it. In the InitDeviceObjects overloaded member function, I stuck it in at the end..


  
HRESULT CMainApp::InitDeviceObjects(){

m_pFont->InitDeviceObjects(m_pd3dDevice);


ToggleFullscreen();

return S_OK;
}


It seems to have done the trick.

Share this post


Link to post
Share on other sites
hmm, that's an interesting way. I'll have to try that. I'm doing this:


  
// Full screened

if( bFullScreen )
{
d3dpp.Windowed = false;
d3dpp.hDeviceWindow = g_pSettings->hWndMain;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//D3DSWAPEFFECT_FLIP;

d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.BackBufferCount = 1;//2;

d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;
}
else // Windowed

{
d3dpp.Windowed = true;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.BackBufferCount = 1;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
}



[edited by - beoch on September 12, 2002 7:16:01 PM]

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!