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Re: OpenGL resolutions
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> ----- Original Message -----
> From: "Katie Lucas" <katie@fysh.org>
> To: <linuxgames@sunsite.dk>
> Sent: Thursday, August 16, 2001 2:02 PM
> Subject: Re: OpenGL resolutions
>
>
> <snippety snip>
>
> > So what I probably want to be doing is to ask GLX what the render can
> > do and how much ram it's got, ask X11 what modes it can do, mix and
> > mash that lot up and pick something appropriate for the window size.
> >
> > And if the renderer is software, then I can just open either a 320x200
> > and let the user resize it or let the user spec it on the CLI or open
> > whatever they left it at last time they played..
>
> Or, you could play it safe and use XF86VidModeSwitchToMode() (see man page)
> and set the desired mode anyway, and make sure that the Voodoo drivers
> select the same mode.
>
> If you do do that, make sure you set the mode back to normal when you've
> finished (it can be annoying when you don't).
Hmmm. I'll see if I can get it working at all first. Before getting
REALLY adventurous. Have to wait until next week tho, since the lappy
is software only..
> <snippety snip>
>
> > So it'll work fine on anyone who's bothered to set up their systems
> > properly.. :-) <grin>
> >
> > Maybe I should stop being quite so lazy...
>
> *sigh*
>
> Women...
S'not "Women" it's "People with Lives".
I could either a) do something fun or b) spend three weeks watching my
"not on the list of monitors who's parameters are known" screen going
"fizzle-click-click-click-EEEEEEEEEEEEEEEEEEEEEEEEE!!!-pop-pop-
pop-EEEEEEEEEEEEEEEEEE!!" while I try and find sensible modes it'll
run in.
Actually the issue here is that I'm /trying/ to do "game with as
little interface as possible" so the idea is that it "just works".
We've spent quite a while designing an in-game interface that doesn't
need a manual or any hot-tips or anything like that (I'm actually
trying for "no text at all") - it seems a shame to spoil it with a
dozen "--mode=something" parameters to the exe.