Seems that fullscreen is not working on my game when using a Windows 10 Core project. Same code works fine in a Windows 10 (AXML) project.
Any idea? Any important difference between these types of projects?
Thanks
Seems that fullscreen is not working on my game when using a Windows 10 Core project. Same code works fine in a Windows 10 (AXML) project.
Any idea? Any important difference between these types of projects?
Thanks
Show your initialisation code and someone may be able to help better…
Just create a new project. The following code works fine in a Windows 10 (AXML) but fails to acheive full screen in a Windows 10 (Core Application) project
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.IsFullScreen = true;
Content.RootDirectory = "Content";
}
Are you calling graphics.ApplyChanges() in your Initialize method?
(NOTE: Not your constructor)
In AXML project works fine, in Core no. Tested added the ApplyChanges() method also and has no effect.
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.IsFullScreen = true;
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
graphics.ApplyChanges();
}
I’m having the same problem exactly. Did you find any solution?
Thanks,
Styves
The only fix I found was calling ApplyChanges() once in the draw method. It’s weird. Did you find any other solution?
I did exactly the same. I don’t like the idea of checkin in each draw call if it’s the first time the method is called But at least it works!
Styves