
[Trying to make gameMode not so highly untested ... :)] Hello everybody. I'm not sure if I understood how the HOpenGL binding deals with GLUT_Game, so I'd like to exchange some ideas... 1. Ok, there is no ugly strings like "800x600:16@60" anymore. But can I COMPLETELY forget about calling function "createWindow"? If so, what about the configuration list (such as [ Single, GLUT.Rgb ])? I mean, how do I specify that I'd like to use double-buffering, rgb or rgba pallet, etc., in the gamemode? Besides that, is there any real danger if I reshape the window via reshapeWindow and its siblings? 2. In previuos experiences I noticed that I need to call enterGameMode just after gameMode. Is that True? 3. If it is required a GameModeWidth >= 640, for example, is it possible to predict wich of the possible configurations (640, 800, etc.) will be the one chosen? 4. What really happens when there are no possible specified configurations? I always get an illegal operation... 5. Is it possible to know in runtime if no possible configuration was detected? Case yes, what would be a reasonable approach to handle with this (exiting the program, trying another configuration, etc.)? 4. Is the best place to call leaveGameMode just before my general exiting routine (such as exitWith)? Thanks a lot for your time! -- Andre ps: coming soon - the first (AFAIK) Haskell Game Engine
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Andre W B Furtado