Comments (6)
You can change the window size in the settings menu. OpenGL fullscreen mode in LWJGL is extremely buggy from what I tried, but if you can get it to work, please let me know how.
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Borderless windows can be implemented in LWJGL by setting the property org.lwjgl.opengl.Window.undecorated
to true (-Dorg.lwjgl.opengl.Window.undecorated=true
)
System.setProperty("org.lwjgl.opengl.Window.undecorated", "true");
However, as it is a property it must be done before starting the game - requiring a restart. Not very convenient, but most other changes currently require a restart anyway.
Another solution is to create a JFrame and bind the surface to a canvas, however I am not sure about the impacts this will have on input and performance. Will test later.
Edit: We're using Slick - this may be interesting
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@lemonlake: Oh, I interpreted "fullscreen mode" as Slick2D's AppGameContainer.setDisplayMode(w, h, fullscreen)
-- which, if you try it, produces some very strange results. I'm already setting the LWJGL "undecorated" property if the game resolution matches the screen resolution. There's a CanvasGameContainer
class in Slick2D, but iirc it's generally not used.
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Yeah, your interpretation was correct actually, I was just suggesting
windowed-fullscreen as that's at least my personal preference :p
On 8 Jun 2015 00:25, "Jeffrey Han" [email protected] wrote:
@lemonlake https://github.com/LemonLake: Oh, I interpreted "fullscreen
mode" as Slick2D's AppGameContainer.setDisplayMode(w, h, fullscreen) --
which, if you try it, produces some very strange results. I'm already
setting the LWJGL "undecorated" property if the game resolution matches the
screen resolution. There's a CanvasGameContainer class in Slick2D, but
iirc it's generally not used.—
Reply to this email directly or view it on GitHub
#88 (comment).
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Maybe I'll just add "windowed fullscreen" as a resolution option...
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No need, it was a misobservation on my part. osu! ítself does the same - if the resolution matches native, it's borderless.
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