Full screen texture mess-up

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3 comments, last by matt_j 19 years, 11 months ago
I have an app based on nehe''s basecode. When I switch to full screen, my textures all become white, so, of course, the result is ugly. The resolution and bit depth are exatly the same. Switching back to a window doesn''t fix the problem. What should I do?
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Does the same thing happen with NeHe''s tutorials, such as the texturing one?
-Ostsol
I''m going to assume you are using Windoze specific code, which I can''t help you with as much. I do know that opengl clears many state variables when switching display modes. Or at least glut does. Keep a backup of texture data and reinitialize it when you switch. That might help.

Life would be so much easier if we could just get the source code.
--------------------------------------------------------Life would be so much easier if we could just get the source code.
Ok, here is the prob :
When you are switching to full screen, you probably create a new context. Thats not the same where you load your textures.
The prob is probably the Device Context. When you switch windowed to full screen, you have to reload your textures each time! Try it in any games, like UT, it will reload the textures.
You have to recreate things like display lists and vertex buffers, too.

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