LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: Lareon on October 15, 2004, 02:47:21

Title: Fullscreen/Windowed -- possible noob question
Post by: Lareon on October 15, 2004, 02:47:21
I have an example which runs fine in an 800x600 window which is made and shown using the following code:
DisplayMode temp = new DisplayMode(800, 600);
//windowed mode
Display.setDisplayMode(temp);
Display.setTitle("Test LWJGL App");
Display.setFullscreen(true);
Display.create();


This works fine.  I don't know if it's GOOD or not, but it works pretty darn well.

What I CANNOT figure out for the life of me is HOW do I specify a fullscreen resolution for a game?!?  I want to specify the resolution, and the depth.  MAYBE the refresh rate, but basically I want the one resolution, and if it can't hack it, I want an error.  (I realize that I should accept the CLOSEST I can get, but that can wait for me just yet.)

So, um...  I KNOW I'm missing something here because everyone else seems to get fullscreen really well.  Please help me out?

--Lareon

FWIW, I saw something that looks promising in [org.lwjgl.util.Display], but I imported that, and got all sorts of fun errors about the conflicing "Display"s (one from util, the other from opengl).  PLEASE help me?
Title: Fullscreen/Windowed -- possible noob question
Post by: Matzon on October 15, 2004, 05:05:04
The easiest way is to use the util Display.
1 - get the display modes that fit your needs using getAvailableDisplayModes
2 - set the mode using setDisplayMode

This could all be done using the following code from WindowCreationTest, which is supplied in the source package.
DisplayMode[] dm = org.lwjgl.util.Display.getAvailableDisplayModes(640, 480, -1, -1, -1, -1, 60, 60);
   
   try {
     org.lwjgl.util.Display.setDisplayMode(dm, new String[] {
         "width=" + 640,
         "height=" + 480,
         "freq=" + 60,
         "bpp=" + org.lwjgl.opengl.Display.getDisplayMode().getBitsPerPixel()
        });