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>> 2) Fullscreen almost any OpenGL app/game and it will span across both monitors, which just looks weird.

This is because the games often use a library like SDL to do the windowing. Their idea of opening a window is called "SetVideoMode", so no wonder it goes wrong.

If a software uses X11 windowing in a way that most apps these days do, using extended window manager hints for fullscreen, etc, this problem would not exist. Btw. I use my window manager's full screen feature to do this. It works a whole lot better for games which allow resizing windows (this often excludes SDL-based games because you explicitly have to tell SDL you want a resizable window) than letting the game set full screen mode (usually via some horrible deprecated X11 legacy api).

The nVidia display driver is not perfect either, it doesn't support Xrandr yet, so expect problems with multiple displays (and rotation) until the situation is corrected.



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