if(fullscreen) { //Fullscreen Application
dwStyle = WS_POPUP | WS_VISIBLE;
dwStyleEx = WS_EX_APPWINDOW;
ShowCursor(FALSE);
}else{ //Windowed Game!
dwStyle = WS_VISIBLE | WS_OVERLAPPED | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX;
dwStyleEx = WS_EX_APPWINDOW;
}
AdjustWindowRectEx(&rcWnd, dwStyle, FALSE, dwStyleEx); // Adjust Window To True Requested Siz
if (!(hWnd = CreateWindowEx(dwStyleEx, "OpenGL", "My Game", dwStyle | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
CW_USEDEFAULT, 0,
rcWnd.right - rcWnd.left,
rcWnd.bottom - rcWnd.top,
NULL,
NULL,
hInst, (void*)this))) {
//Error Code
}
//etc..
ShowWindow(hWnd, SW_SHOW);
SetForegroundWindow(hWnd);
SetFocus(hWnd);
UpdateWindow(hWnd);
font.BuildText(hDC);
I need help modding fonts so they work with fullscreen.
Ok, I the font system from Lesson 13 is working in Window mode fine, but in full screen mode the fonts aren't showing...
From what I do diff from Window creation is that the last parameter is '(void*)this' on 'CreateWindowEx'. so I can get my message handler working. Does that effect the font system too? What should I look for?
My game is set up differently then NeHe's. So I require assistance with this problem.
Code:
I know my font's are not being displayed in a viewing place other wise it would still show on the window a little since I changed the projection matrix to 2D around the print functions.
Any feed back would be appreciated, thanks Ajm113.
Check out my open source code projects/libraries! My Homepage You may learn something.
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