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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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swiv

Dual Monitor Full-Screen Display Problems

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Hi,
 
To cut a long story short I am trying to develop a game that will run on two separate monitors in full screen exclusive mode at the same time (using DX9). I have followed the advice on the following links:
 
 
Everything seems to be working except that second monitor refuses to switch into full-screen mode. I get no errors at all from any of the DX calls (I am using two devices, one for each monitor, each created on a separate adapter). The first monitor switches to full-screen mode but the second one does not. The second window does show up at the top left hand corner of the second monitor but the desktop is shown underneath; it is not in full screen mode (the monitor's display has not changed to the requested resolution).
 
I thought this was a problem with the way I was setting up a dual screen display, so I though I'd go back to basics and create an application that simply has one screen and one device, but create that device using the adapter id 1 (which relates to the graphics card connected my second monitor).
 
Again, I get no errors at all, but even though I don't reference adapter id 0 at all in my code, when I create a full screen device on adapter 1 the monitor connected to adapter id 0 turns full-screen and the monitor attached to adapter 1 does not. The window does appear on the second monitor (which is connected to adapter id 1), but not in full screen mode (the monitor's resolution does not change).
 
The device create code is very simple:
 
// It doesn't matter which adapter I use, adapter 0 always turns full-screen when the device is created and reset
// int gfxAdapterNum = 0;
int gfxAdapterNum  = 1;
 
D3D9->CreateDevice(gfxAdapterNum, D3DDEVTYPE_HAL, hWnd, flags &_D3DPP, &_D3DDevice);
 
 
I am completely perplexed as to why this is happening. Basically, it seems like it doesn't matter which adapter I use when I create the device, if I set any adapter to full-screen mode it changes the full screen mode of adapter 0 (the default).
 
I am using windows 8.1 and a single Nvidia 780 GTX graphics card with two outputs (that show up as two adapters with id 0 and 1). I thought the fact it was a doubled headed card might be the problem, so I enabled my mobo's onboard gfx card and used that as another adapter, but I got the same behaviour.
 
Any help anybody could shed on the issue would be very much appreciated as I'm completely and utterly stumped!
 
Thanks!
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