1
Window / C#/SFML.NET -- Change Window Resolution
« on: March 22, 2016, 08:58:07 pm »
Hey everyone,
I feel like this should be simple, but I can't for the life of me figure out how to change the resolution of a currently existing RenderWindow in SFML.NET 2.3.
Seems like in C++ you just need to call Create with the new resolution, but that function doesn't exist in SFML.NET. My current code looks like this:
But all I get is a white screen that won't display anything (I clear the window each draw call to black, so it's not clearing/displaying at all as far as I can tell).
Any ideas? I can provide more info if needed.
I feel like this should be simple, but I can't for the life of me figure out how to change the resolution of a currently existing RenderWindow in SFML.NET 2.3.
Seems like in C++ you just need to call Create with the new resolution, but that function doesn't exist in SFML.NET. My current code looks like this:
windowWidth = (uint)Int32.Parse(splitRes[0].Trim());
windowHeight = (uint)Int32.Parse(splitRes[1].Trim());
window = new RenderWindow(new VideoMode(windowWidth, windowHeight), "Faunus Fields", Styles.None);
GUIView = new View(new FloatRect(0, 0, Game.windowWidth, Game.windowHeight));
FadeOverlay = new RectangleShape(new Vector2f(Game.windowWidth, Game.windowHeight));
windowHeight = (uint)Int32.Parse(splitRes[1].Trim());
window = new RenderWindow(new VideoMode(windowWidth, windowHeight), "Faunus Fields", Styles.None);
GUIView = new View(new FloatRect(0, 0, Game.windowWidth, Game.windowHeight));
FadeOverlay = new RectangleShape(new Vector2f(Game.windowWidth, Game.windowHeight));
But all I get is a white screen that won't display anything (I clear the window each draw call to black, so it's not clearing/displaying at all as far as I can tell).
Any ideas? I can provide more info if needed.