// The format of the back buffer
d3dpp.BackBufferFormat = bWindowed ? d3ddm.Format : FullScreenFormat;
// The number of back buffers
d3dpp.BackBufferCount = 1;
// The type of multisampling
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
// The swap effect
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
// The handle to the window that we want to render to
d3dpp.hDeviceWindow = hWndTarget;
// Windowed or fullscreen
d3dpp.Windowed = bWindowed;
I'm having trouble getting DX8 fullscreen
I''m going through "The Zen of Direct3D Game Programming" (please no commentary on this) and I have run into a snag.
I''m thinking it has to do with the "bWindowed" parameter as I fill out the structure. This code is in my Direct3DInit function and yes I am passing D3DFORMAT FullScreenFormat into that function. Seeing as I can''t do anything until I get to full screen some help would be much appreciated.
I''m pretty sure if you want fullscreen mode you also have to set the BackBufferWidth and BackBufferHeight things.
if (!bWindowed)
{
d3dpp.BackBufferWidth = FullScreenWidth;
d3dpp.BackBufferHeight = FullScreenHeight;
}
or something like that. Then Direct3D should switch resolutions for you and whatnot.
if (!bWindowed)
{
d3dpp.BackBufferWidth = FullScreenWidth;
d3dpp.BackBufferHeight = FullScreenHeight;
}
or something like that. Then Direct3D should switch resolutions for you and whatnot.
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