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BackBufferFormat in fullscreen?

Started by franky 1 reply 1k views
Original Post
franky
franky
Hello I''m new at DirectX 3D programming.. I''m trying to set up my window for fullscreen rendering. Is there a good reason why I should use: D3DFMT_R5G6B5 or D3DFMT_X8R8G8B8 as my fullscreen back buffer format? I currently use GetAdapterDisplayMode do get the back buffer in window mode, can I use the same method in fullscreen? Has DirectX got it''s own way to set up fullscreen or should I use the standard Win32 fullscreen mode? All help appreciated
Namethatnobodyelsetook
Namethatnobodyelsetook
If you look at the SDK help for D3DFORMAT, you''ll see that there are only a few modes valid for a backbuffer. The two you list, are the two most common.

GetAdapterDisplayMode() is fine. You''re guaranteed to get a mode the card supports, and one that''s valid for backbuffers. There''s a slight chance, with older hardware, that the mode is valid for windowed mode, but not fullscreen. It''s up to you if you want to ignore that slim chance.

DirectX has it''s own fullscreen mode. In your presentationparameters that you pass to CreateDevice(), if you specify a mode, and set windowed to false, it should go into fullscreen... At this point, dual monitors are recommended to help you debug.
franky
franky
Thank you so much

I have tried it now, and it worked like you said.
Only one line of code to get default fullscreen mode that's just great!

[edited by - franky on November 21, 2003 12:31:28 PM]

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