Yea, title tells it..
Could not find something really helpful in the forums so far on this.
Here's the problem: I got a fullscreen application. I use some extra OpenGL on top of GLMax2D (Framebuffer Objects and Display Lists). It runs like a charm. I minimize it, maximize it and W T F ... openGL render states messed up, images not being displayed, _huge_ performance impact (1000 UPS to ~ 3; cant really check out because UPS text consists of white blocks).
Again, propably, the solution is so obvious I am too silly to see it.. is this a common problem?
[Edit:] Obviously not^^ [Edit2:] Grey Alien reported a problem with similar cause (switching apps) 9 months ago, but with different effects and .. no real solution. [Edit3:] Renderstates messed up: blendmode solid (despite the app keeps telling to set it different), texture disabled. That perf drop might have something to do with a changed VSync hertz val?
[FINAL EDIT:] GLShareContexts() does fix it! The reason is, (which I now know thanks to Muttley), that each time you re-maximise a fullscreen window, the OpenGL context gets also re-created.
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