cand {l Wrote}:So in this case you have configured your smaller monitor as primary/monitor 0.
$ xrandr
DFP9 connected primary 1920x1200+0+0 (normal left inverted right x axis y axis) 518mm x 324mm
DFP10 connected 1280x1024+1920+0 (normal left inverted right x axis y axis) 376mm x 301mm
cand {l Wrote}:http://pastebin.com/bwMeSQqQ
This is a small test program I used to debug another vidmode problem today. Perhaps post the output from it?
deve {l Wrote}:You could at least run STK with full resolution 1920x1200. Usually you don't use second screen when you play the game. Though you still need to restore it after exit
ChemBroTron {l Wrote}:Also my question in my opening post was, why that happens so often with open-source games and nearly with no commercial game.
/* I'm becoming more and more convinced that the application should never
* use XRandR, and it's the window manager's responsibility to track and
* manage display modes for fullscreen windows. Right now XRandR is completely
* broken with respect to window manager behavior on every window manager that
* I can find. For example, on Unity 3D if you show a fullscreen window while
* the resolution is changing (within ~250 ms) your window will retain the
* fullscreen state hint but be decorated and windowed.
*
* However, many people swear by it, so let them swear at it. :)
*/
deve {l Wrote}:Are you able to switch between fullscreen game and second screen? I don't use KDE, maybe it was solved there...
cand {l Wrote}:Open source games are done by small teams with no funding usually. This means they usually don't have special hw like joysticks, or two screens.
Commercial game with a big budget? They'll just buy any hw for testing, if there's >1% users who demand that.
sj04736 {l Wrote}:I did some poking around to see how SDL does their multi-monitor stuff and I came across this nice little comment:
- {l Code}: {l Select All Code}
/* I'm becoming more and more convinced that the application should never
* use XRandR, and it's the window manager's responsibility to track and
* manage display modes for fullscreen windows. Right now XRandR is completely
* broken with respect to window manager behavior on every window manager that
* I can find. For example, on Unity 3D if you show a fullscreen window while
* the resolution is changing (within ~250 ms) your window will retain the
* fullscreen state hint but be decorated and windowed.
*
* However, many people swear by it, so let them swear at it. :)
*/
Of course that's just in the x11 specific code. There's a whole other set of support libraries for Wayland, Mir, Windows, Win8, and several others that all need their own tweaks because they do things differently.
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