Bug: design resolution setting ignored
by Daniel McNeese · in Torque Game Builder · 07/02/2007 (12:36 pm) · 2 replies
Over in this thread: http://www.garagegames.com/mg/forums/result.thread.php?qt=64013
...I've been told that changing the design resolution is supposed to change the size of the game window. Yet that's not happening. Whether I set the the resolution to 640*480 or 10,000*7,500, I still get the same 800*600 window when I run my game.
This is under 1.5 version 3. Here's a copy of the console log from my last attempt (design resolution settings were 1024*768, which is my desired game window size):
...I've been told that changing the design resolution is supposed to change the size of the game window. Yet that's not happening. Whether I set the the resolution to 640*480 or 10,000*7,500, I still get the same 800*600 window when I run my game.
This is under 1.5 version 3. Here's a copy of the console log from my last attempt (design resolution settings were 1024*768, which is my desired game window size):
//-------------------------- 7/2/2007 -- 14:33:02 -----
Processor Init:
AMD (unknown), ~2.00 Ghz
FPU detected
MMX detected
3DNow detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing 3DNow extensions
Installing SSE extensions
Input Init:
DirectInput enabled.
Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
Using OpenGL rendering. Fullscreen: 0
Binding server port to default IP
UDP initialized on port 0
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 1239x864x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: ATI Technologies Inc.
Renderer: Radeon X1600 Series x86/MMX/3DNow!/SSE2
Version: 2.0.6232 WinXP Release
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 8)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
NV_vertex_array_range
3DFX_texture_compression_FXT1
Max Texture Size reported as: 4096
OpenAL Driver Init:
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3
% - Initialized Common
% - Initializing Tools
% - Initializing Tools Base
% - Initializing Debugger
% - Initializing Gui Builder
% - Initializing Particle Effect Builder
% - Initializing Level Editor
Internet Proxy: (null)
% - Initializing TileMap Builder
% - Initializing ImageMap Builder
% - Initializing T2D Behavior Editor
Torque Game Builder (v1.5 Beta 3) initialized...
% Opening Project C:/Documents and Settings/Sherry McNeese/My Documents/MyGames/MyGame/project.t2dproj ...
Exporting Particle Editor preferences.
Exporting Level Editor preferences.
Exporting Image Editor preferences.
Exporting Gui preferences.
Exporting TGB preferences.
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...About the author
Associate Mike Lilligreen
Retired T2Der
www.garagegames.com/mg/forums/result.thread.php?qt=60051