[Bug 2082] DirectDraw games only showing black screen
http://bugs.winehq.org/show_bug.cgi?id=2082 --- Comment #137 from Stefan Dösinger <stefan(a)codeweavers.com> --- (In reply to comment #136)
- The main thing I'm wondering about is if it wouldn't make more sense to pass a window to wglCreateFullscreenDCWINE(). Some of the considerations there are what should happen when the device window is e.g. destroyed or minimized. Is there a device window in those ddraw cases? My impression is that SetCooperativeLevel(DDSCL_FULLSCREEN | DDSCL_EXCLUSIVE, hwnd_that_will_never_be_visible) sets the focus window, not the device window. It would be interesting what ddraw does when an application calls SetCooperativeLevel(DDSCL_SETDEVICEWINDOW, hwnd_that_will_never_be_visible). Similarly, what do d3d8/9 do when they are passed a window like the one Worms Armageddon uses?
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