Hi everybody,
I am trying to make an applet being able to be fullscreen.
I tried this line of command:
try
{
Display.setFullscreen(true);
}
catch (Exception fdf){System.out.println(fdf);}
but it doesn't work.
please could you help me.
thanks a lot
here is the full code:
import java.io.*;
import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.Canvas;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.AWTGLCanvas;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.applet.LWJGLInstaller;
import org.lwjgl.opengl.PixelFormat;
import org.lwjgl.opengl.glu.*;
public class AppletTestComplete extends Applet {
public void init() {
/* Install applet binaries */
try {
LWJGLInstaller.tempInstall();
} catch (Exception le) {
le.printStackTrace();
}
setLayout(new BorderLayout());
try {
Canvas canvas = new AppletCanvas(new PixelFormat(8, 0, 0, 0));
canvas.setSize(getWidth(), getHeight());
add(canvas);
} catch (Exception e) {
e.printStackTrace();
}
}
/*
* @see org.lwjgl.opengl.AWTGLCanvas
*/
public class AppletCanvas extends AWTGLCanvas {
float angle = 0;
public AppletCanvas(PixelFormat pixel_format) throws LWJGLException {
super(pixel_format);
Thread t = new Thread() {
public void run() {
Display.sync(60);
while (true)
{
if (isVisible()) {
repaint();
}
try
{
Display.setFullscreen(true);
}
catch (Exception fdf){System.out.println(fdf);}
Display.sync(60);
}
}
};
t.setDaemon(true);
t.start();
}
public void initGL()
{
eng_Scene scene=new eng_Scene(100,100);
try{
new eng_3ds_Importer().importFromStream(new FileInputStream("buga.3ds"),scene);
}
catch (Exception ffd){System.out.println(ffd);}
scene.rebuild();
scene.printSceneInfo();
GL11.glMatrixMode(GL11.GL_PROJECTION_MATRIX);
GL11.glLoadIdentity();
//GL11.glOrtho(0, 640, 0, 480, 1, -1);
GLU.gluPerspective(45.0f,this.getWidth() / (float) this.getHeight(), .1f ,150.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW_MATRIX);
}
/*
* @see org.lwjgl.opengl.AWTGLCanvas#paintGL()
*/
public void paintGL() {
/*
GL11.glEnable ( GL11.GL_POLYGON_SMOOTH );
GL11.glEnable ( GL11.GL_BLEND );
//GL11.glBlendFunc ( GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA );
GL11.glBlendFunc (GL11.GL_SRC_ALPHA_SATURATE,GL11.GL_ONE);
GL11.glHint ( GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST );
*/
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
GL11.glPushMatrix();
//GL11.glTranslatef(320, 240, 0.0f);
GL11.glRotatef(angle, 0, 0, 1.0f);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex3i(-10, -10,-120);
GL11.glVertex3i(10, -10,-120);
GL11.glVertex3i(10, 10,-120);
GL11.glVertex3i(-10, 10,-120);
GL11.glEnd();
GL11.glPopMatrix();
angle += 0.2f;
try {
swapBuffers();
} catch (Exception e) {
}
}
}
}
you can't
best bet is to create a new native display and make that go fullscreen - not tested ti tho
ok,
could you provide a sample code to switch from this applet to a fullscreen context?
I think the first applet context can be destroyed but i have no idea how to perform it.
thanks