It more or less does it, at least all my screen gets filled and a nice animation is performed but stuff is not properly displayed, I can only see the first quarter of what it should:
where 2560 x 1600 is my screen width and height I get a really enormous screen way bigger than my display and I really don’t know why
For the rest of the code I’m using the Hello word example code, I don’t know if the problem is that the full screen is not done like this, but it’s the way I found on previous questions about the topic, maybe it’s because I’m running Mac OS Mojave on beta 3, or maybe it’s because I have my dock on the side, in a really old post about this there was a problem with this and resizing from normal to full screen at runtime.
The code for creating a fullscreen scene, or maybe a way to resize the window with the green Mac toggle or some basic example with this wold be so helpful.
I’m new to the community so I really hope this is the right place for this post.
If you do it the same way and works for you but not for me I assume it’s a bug so I’m gonna reported on GitHub right now, also the other bug with createRect, maybe it’s something related with Mac OS Mojave.
Thank you
@MrBlissfulGrin I think this has already been reported over 2 years ago… its the issue of your macOs settings if you change the text size.
Change it to default to fix this issue.
this will work for all macbook pro resolutions and will produce retina output.
disadvantage is that screen adjusts resolution 2-3 times before the app is starting. so in order to fix that i went in the glviewImp::initwithRect() and where you set the framesize
This way updateFrameSize() is only called once.
I’m not sure if its the best solution but now there are no black screen and all resolutions are supported.
Tested on macbook pro 2018 && macbook pro mid 2015. and on all scaled displays.