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@@ -77,7 +77,7 @@ GLFWvidmode.blueBits | @ref GLFW_BLUE_BITS hint
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GLFWvidmode.refreshRate | @ref GLFW_REFRESH_RATE hint
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Once you have a full screen window, you can change its resolution, refresh rate
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and monitor with @ref glfwSetWindowMonitor. If you just need change its
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and monitor with @ref glfwSetWindowMonitor. If you only need change its
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resolution you can also call @ref glfwSetWindowSize. In all cases, the new
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video mode will be selected the same way as the video mode chosen by @ref
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glfwCreateWindow. If the window has an OpenGL or OpenGL ES context, it will be
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@@ -99,7 +99,7 @@ If the closest match for the desired video mode is the current one, the video
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mode will not be changed, making window creation faster and application
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switching much smoother. This is sometimes called _windowed full screen_ or
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_borderless full screen_ window and counts as a full screen window. To create
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such a window, simply request the current video mode.
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such a window, request the current video mode.
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@code
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const GLFWvidmode* mode = glfwGetVideoMode(monitor);
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@@ -151,8 +151,8 @@ and reset all at once to their defaults with @ref glfwDefaultWindowHints.
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Some hints are platform specific. These are always valid to set on any
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platform but they will only affect their specific platform. Other platforms
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will simply ignore them. Setting these hints requires no platform specific
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headers or calls.
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will ignore them. Setting these hints requires no platform specific headers or
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calls.
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Note that hints need to be set _before_ the creation of the window and context
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you wish to have the specified attributes.
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@@ -694,7 +694,7 @@ glfwSetWindowAspectRatio(window, 16, 9);
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The aspect ratio is specified as a numerator and denominator, corresponding to
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the width and height, respectively. If you want a window to maintain its
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current aspect ratio, simply use its current size as the ratio.
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current aspect ratio, use its current size as the ratio.
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@code
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int width, height;
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