I have found that when creating a full screen (by passing the SDL_FULLSCREEN value) to SDL_CreateWindow, I can’t toggle between full and window mode properly (the renderer seems to be destroy or is no longer valid for some reason), and you just get a corrupt window.
However, by not passing this value and then immediately call SDL_SetWindowFullscreen to set full screen, everything is okay.
What platform are you seeing this on?On Sat, Sep 27, 2014 at 4:29 AM, MrTAToad wrote:
I have found that when creating a full screen (by passing the
SDL_FULLSCREEN value) to SDL_CreateWindow, I can’t toggle between full and
window mode properly (the renderer seems to be destroy or is no longer
valid for some reason), and you just get a corrupt window.
However, by not passing this value and then immediately call
SDL_SetWindowFullscreen to set full screen, everything is okay.
I have the same problem (on Windows) and I’m using SDL_WINDOW_FULLSCREEN as one of the flags in the SDL_CreateWindow function.
As MrTAToad wrote, I’m creating a window in fullscreen mode, render some textures, switching to window mode and the whole window goes black (renderer is destroyed or something).
If I create the window in window mode, switch to fullscreen mode and back to window mode, everything works as it’s supposed to.