Weird Graphics() quirks when used with MaxGUI
BlitzMax Forums/BlitzMax Programming/Weird Graphics() quirks when used with MaxGUI
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Hi, I'm using maxgui for my game editor. I have a canvas which I disable and call Graphics() when I want to test the game full screen. This crashes totally under directx but "works" under opengl. Under opengl it will go fullscreen and when I quit and return to the app, I activate the canvas again. However the canvas now runs at a completely different hz, which is disorienting and weird, and my polled event for getting the mouse speed returns completely out of whack values. Just what the hell is going on? |
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DX has some problems at the moment. Only 1 canvas can exist at a time (so 1 graphics in the end) |
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OpenGL has problems too! When you open a new Graphics() context, all the timing stuff changes when you go back! |
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I'm not sure, but do regular apps normally not run at 60hz while your fullscreen could run at a different refresh? Does it work if you create the TGraphics upfront and assign them instead of creating the contexts? |
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What `timing stuf`? |
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Well when OpenGL canvas begins, it is uncapped (this isn't a problem) but when I enable a graphics() context, then endgraphics() and return, the canvas is in actual fact 75hz (my monitor refresh rate). However it was 60hz in fullscreen. At all times I only ever use flip default and open windows with the hz parameter of 0 (best guess option). |
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If you open with 0 for Hz it should use the desktop's hz rate off the bat, and so logically return to it later. When you say uncapped you mean like Flip 0? |