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change window size by setting the variables; strange, but it doesn't work...
Topic Started: Jul 30 2006, 09:49 PM (300 Views)
migileke
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After a whole day struggling on a black screen with no internet connection to ask you (it was because I changed the name of the "control" event ^_^ ), I now have another question:

I know that it is the view_wport[0] and view_hport[0] that set the screen. When I put them now to window_get_width() and window_get_height(), it doesn't work 0_o . If I put it in the view settings of the gamemaker room editor, it works though :huh: .

Anyone knows why?
Thanks in advance ^_^
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Dr. Best
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The size of the Ultimate 3D view can't be changed once U3D has been initialized. That's all. It's simply not possible.
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migileke
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but I do it in the create event of the control object, before the "init" script, I put:
Code:
 

       view_xport[0] = display_get_width()
       view_yport[0] = display_get_height()
       width = display_get_width()
       height = display_get_height()

it doesn't work. Why?
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Dr. Best
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Because Ultimate 3D gets initialized by the first Ultimate 3D object that gets initialized.
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migileke
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Is there then any way to set the resolution to the resolution of the user (maybe editting the user's resolution?)
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Despellanion
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In the control object of my game is set the screen to full screen in the game start-event. That works. The first room of my game is windowed and in the size 512x512 and then when I move to the next I change it to full.
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migileke
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Thanks!

If I get it right, I should use 2 rooms: one without U3D, windowed, and one with U3D and fullscreen. The first should already initialize display_get_X() and set the next room to what it has to be, and then it moves on.

That I didn't think of that myself :D
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