single thread
but like I said, when I move the code over to Kestrel, ill have to have a cleaner way of doing things, as I would be unsure of _everything_ the programmer may/may-not be doing
current implementation of your code:
void Window::DeleteWindow(){
if (_App != NULL){
delete _App;
_App = NULL;
}
}
Window::~Window(){
DeleteWindow();
}
void Window::SetFullscreen(bool Fullscreen){
if (Fullscreen){
if (!_Fullscreen){
DeleteWindow();
_App = new sf::RenderWindow(sf::VideoMode(1280,1024), "Biggest Fish",sf::Style::Fullscreen);
}
}else{
if (_Fullscreen){
DeleteWindow();
_App = new sf::RenderWindow(sf::VideoMode(640,480), "Biggest Fish");
sf::View Viewport( sf::Rect<float> (0,0,1280,1024) );
_App->setView(Viewport);
}
}
}
soon this temp project will be done, and ill post it on the projects part of the forum
the reason I make temp projects is so that I can see areas where Kestrel3D needs features/functionality/has-errors this temp project was for 2D support on Kestrel3D, which before was 0% :lol:
thanks for the help, is there anything I could help you with? I make 3D art that's pro quality, and I actively use OpenGL, and could offer help there