From b22b1b1e85ecaeaae1e7d5cd75e58fcc42a92eb7 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Sun, 16 May 2004 18:02:48 +0000 Subject: [PATCH] ate: Fri, 09 Apr 2004 20:07:10 +0200 From: Hibernatus Subject: [SDL] BUG: changing video mode in opengl + windows In WIN_GL_SetupWindow (SDL12/src/video/wincommon/SDL_wingl.c) you call WIN_GL_ResetWindow when SetPixelFormat fails. WIN_GL_ResetWindow cannot properly work in its current state, because there are several things to update once you've created a new window. At least DirectInput doesn't work anymore here (which is somewhat annoying for the player :). I think you can simply remove that function. Many games don't try to recover from that exception, that's why the newest ATI drivers emulate 16 bpp display in 32 bpp mode so the error never occurs (but the games may run much slower). Having SDL_SetVideoMode return NULL would be better than actually setting the video mode and losing focus, directinput and maybe directsound too. It also made my previous drivers crash (when switching from 32 bpp windowed to 16 bpp fullscreen). --- src/video/wincommon/SDL_wingl.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/video/wincommon/SDL_wingl.c b/src/video/wincommon/SDL_wingl.c index e0827f9bf..20911aee1 100644 --- a/src/video/wincommon/SDL_wingl.c +++ b/src/video/wincommon/SDL_wingl.c @@ -50,6 +50,7 @@ static int WIN_GL_ResetWindow(_THIS) if ( SDL_windowid ) { can_reset = 0; } +#if 0 /* This doesn't work with DirectX code (see CVS comments) */ #ifndef _WIN32_WCE /* FIXME WinCE needs the UNICODE version of CreateWindow() */ if ( can_reset ) { /* Save the existing window attributes */ @@ -72,6 +73,7 @@ static int WIN_GL_ResetWindow(_THIS) } } else #endif /* !_WIN32_WCE */ +#endif { SDL_SetError("Unable to reset window for OpenGL context"); status = -1;