fullscreen support for games
Ian Romanick
idr at us.ibm.com
Mon Oct 24 12:04:21 PDT 2005
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Andre Heynatz wrote:
>>So start a second X server at 16 bpp and run the game on that.
>
> This is inconvenient, because it involves user action. I want the same usability and convenience than on Windows XP, having the casual user in mind, without breaking any existing applications, of course.
So, the fundamental problem is that on X you can't assume that any
particular visual will be available. Due to the nature of the beast,
you *have to be* flexable. Since that isn't the case on Windows,
there's a bit of culture clash. I suspect that this game is Just Plain
Broken(tm). What would happen if you ran it on Windows system that
could *only* do 24-bit? I suspect it would fail there too.
This is one area where composite could help. On most hardware we could
render to an off-screen 16-bit surface and do a color expanding blit to
composite it.
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