Original Post
When I used to use GLUT to set up my OpenGL fullscreen game, I was able to just to use glutEnterGameMode() to enter full screen at the current resolution of the user''s desktop. However, now that I use SDL, the SDL_SetVideoMode has resolution and bit depth as required parameters. Is there a way in SDL to go full screen but leave the current resolution as it is? I want to do this because a) it comes up with a reasonable resolution at start up, without the user having to choose a resolution and b) if I recall correctly, in GLUT it went considerably faster then when I manually specified the video mode for some reason, even when I gave the same resolution as my current desktop settings (don''t ask me why).