Hey there,
I'm able to run the fullscreen examples, but they don't open a true fullscreen window on macOS, just a standard window that is maximised to full size. I took a look at the code and it seems that winit is mostly following the same process as described here:
https://developer.apple.com/library/content/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_fullscreen/opengl_cgl.html
One discrepancy is that Apple's documentation recommends that the fullscreen window should be deferred, whereas winit allows sets this parameter to NO in src/platform/macos/window.rs, line 435.
Also, it recommends that when the window is displayed, the makeKeyAndOrderFront parameter should be self, whereas winit always sets this to nil in src/platform/macos/window.rs, line 333.
I'm going to try playing with these on my own, but wanted to open this in case someone else already has dealt with this and can provide an answer.
Thanks and best,
Rob
Hey there,
I'm able to run the fullscreen examples, but they don't open a true fullscreen window on macOS, just a standard window that is maximised to full size. I took a look at the code and it seems that winit is mostly following the same process as described here:
https://developer.apple.com/library/content/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_fullscreen/opengl_cgl.html
One discrepancy is that Apple's documentation recommends that the fullscreen window should be deferred, whereas winit allows sets this parameter to NO in
src/platform/macos/window.rs, line 435.Also, it recommends that when the window is displayed, the
makeKeyAndOrderFrontparameter should beself, whereas winit always sets this tonilinsrc/platform/macos/window.rs, line 333.I'm going to try playing with these on my own, but wanted to open this in case someone else already has dealt with this and can provide an answer.
Thanks and best,
Rob