[SDL] [SDL2] Resize issues

Forest Hale havoc at ghdigital.com
Mon Mar 18 13:07:40 PDT 2013


Don't forget to call glViewport also, with the new size.

On 03/18/2013 12:21 PM, Jonathan Dearborn wrote:
> Maybe try to draw, swap buffers, then draw again?  If disabling double-buffering helped, then this is probably what you need to do.
> 
> Jonny D
> 
> 
> On Mon, Mar 18, 2013 at 3:14 PM, Flamaros <flamaros.xavier at gmail.com <mailto:flamaros.xavier at gmail.com>> wrote:
> 
>     __
> 
> 
> 
>     Gabriele Greco wrote:	
> 
> 
> 
> 
>     Quote:	
> 
>     Yes I had try to force repaint, by calling explicitly my draw method on resize event with no effect. I know it's necessary to do it with win32 API.
>     I really need that feature as I am not doing a game.
> 
>     	
> 
> 
> 
>     I'm quite sure yoy don't need to redraw on the resize event, I think it's enough to redraw on the SDL_WINDOWEVENT_EXPOSE that you'll receive once the resize is occurred.
> 
> 
>     You have to use the resize event (SDL_WINDOWEVENT_RESIZED) only to get your new surface size.
> 
> 
> 
>     -- 
>     Ing. Gabriele Greco, DARTS Engineering
>     Tel: +39-0100980150  Fax: +39-0100980184
>     s-mail: Piazza Della Vittoria 9/3 - 16121 GENOVA (ITALY)
>     	
> 
> 
> 
> 
> 
>     Add a draw call on SDL_WINDOWEVENT_EXPOSE event don't change anything.
>     You may notice I am using Opengl and after the SDL_PollEvent loop I always call my draw method.
> 
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-- 
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