Comments (3)
This only happens after i maximize the window before switching to fullscreen. I am also using dual monitors.
from urho3d.
It actually behaves differently on OpenGL and Direct3D.
On Direct3D it will fail to set a fullscreen mode when the window is maximized (when maximized, the window size is something "uneven" like 1910x1070 which is not a valid fullscreen mode)
On OpenGL it will set the closest fullscreen mode, and when it returns to windowed mode, the window's client area is set to 1920x1080 which causes the borders or the rest of the desktop not to be visible. But it's still actually in windowed mode.
I think it would be easy to make Direct3D mimic the OpenGL behavior, by searching for the closest fullscreen mode. Possibly the "proper" thing to do would be to remember the last windowed size, but that implies additional state which would make the resolution switching logic more complex, and is therefore undesirable.
In an actual game I'd probably disallow free window resizing and only allow window sizes from the fullscreen resolutions list.
from urho3d.
In an actual game I'd probably disallow free window resizing and only allow window sizes from the fullscreen resolutions list.
This is how virtual every game behaves and what I expect.
This only crummy thing is that the window handles disappear making it impossible to resize the window again.
from urho3d.
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