I am trying to learn a bit more about resolutions in game projects.
All I have basically done is loaded a texture up, playing around with scaling up the PreferredBackBufferWidth/Height
I can toggle the game full screen using graphics.ToggleFullScreen(); just using a key press to toggle it.
It goes full screen fine but coming back from it causes it all to freeze up.
I have tried it simply without even loading or drawing anything and even checked for key down/up states to make sure it just wasnt being called loads of times.
To see what is in, I’ve just discovered a minute ago when I looked into my code and using Intellisense as i did not remember the exact names.
Do you still get the error even when not clearing anything, as if there were no code in draw/update ?
(Why people always think others read their own mind ? Does the X-Men world is already ours now ? )
which platform ? which MonoGame version ? Be specific if you want to be helped.
FYI I tried in update on a little sample I’m working on adding this:
if (keyboardState.IsKeyDown(Keys.F1) && prevkeyboardState.IsKeyUp(Keys.F1))
{
graphics.IsFullScreen = !graphics.IsFullScreen;
graphics.ApplyChanges();
}
Fullscreen mess up with mouse controlled crosshair but going back to windowed mode works and game continue to work as before, even playing with the F1 key didn’t create any issue with my own sample. There is even no message from SharpDX (sometimes there are harmless exceptions but not even a single one here).
MG 3.5.1, Windows platform, win 7 64b with a Geforce GTX 780M wih not so up to date drivers, game build with debug/x64