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@ -383,18 +383,17 @@ void OMW::Engine::createWindow(Settings::Manager& settings)
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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SDL_GetWindowPosition(mWindow, &traits->x, &traits->y);
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SDL_GetWindowSize(mWindow, &traits->width, &traits->height);
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SDL_GL_GetAttribute(SDL_GL_RED_SIZE, reinterpret_cast<int*>(&traits->red));
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SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, reinterpret_cast<int*>(&traits->green));
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SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, reinterpret_cast<int*>(&traits->blue));
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SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, reinterpret_cast<int*>(&traits->depth));
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SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, reinterpret_cast<int*>(&traits->stencil));
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SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, reinterpret_cast<int*>(&traits->doubleBuffer));
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traits->windowName = SDL_GetWindowTitle(mWindow);
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traits->windowDecoration = !(SDL_GetWindowFlags(mWindow)&SDL_WINDOW_BORDERLESS);
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traits->screenNum = SDL_GetWindowDisplayIndex(mWindow);
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// FIXME: Some way to get these settings back from the SDL window?
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traits->red = 8;
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traits->green = 8;
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traits->blue = 8;
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traits->alpha = 0; // set to 0 to stop ScreenCaptureHandler reading the alpha channel
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traits->depth = 24;
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traits->stencil = 8;
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traits->vsync = vsync;
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traits->doubleBuffer = true;
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traits->alpha = 0; // set to 0 to stop ScreenCaptureHandler reading the alpha channel
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traits->inheritedWindowData = new SDLUtil::GraphicsWindowSDL2::WindowData(mWindow);
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osg::ref_ptr<SDLUtil::GraphicsWindowSDL2> graphicsWindow = new SDLUtil::GraphicsWindowSDL2(traits);
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