struct
RenderWindowCreateInformation
Structure that is used for initializing a render window.
Public
Fields
VideoMode
Output monitor, frame buffer resize and refresh rate.
This is the size of the window's client area (which means actual window may be larger due to title bar and border.
Fullscreen
Should the window be opened in fullscreen mode.
Vsync
Should the window wait for vertical sync before swapping buffers.
VsyncInterval
Determines how many vsync intervals occur per frame.
FPS = refreshRate/interval. Usually 1 when vsync active.
Hidden
Should the window be hidden initially.
DepthBuffer
Should the window be created with a depth/stencil buffer.
MultisampleCount
If higher than 1, texture containing multiple samples per pixel is created.
MultisampleHint
Hint about what kind of multisampling to use.
Render system specific.
Gamma
Should the written color pixels be gamma corrected before write.
Left
Window origin on X axis in pixels. -1 == screen center.
Relative to monitor provided in videoMode.
Top
Window origin on Y axis in pixels. -1 == screen center.
Relative to monitor provided in videoMode.
ShowTitleBar
Determines if the title-bar should be shown or not.
ShowBorder
Determines if the window border should be shown or not.
AllowResize
Determines if the user can resize the window by dragging on the window edges.
ToolWindow
Tool windows have no task bar entry and always remain on top of their parent window.
Modal
When a modal window is open all other windows will be locked until modal window is closed.
HideUntilSwap
Window will be created as hidden and only be shown when the first framebuffer swap happens.
CreateRenderSurface
If true the window render surface will be created, which internally provides a swap chain and allows the GPU to render to the window.
Headless
When true, no OS window is created.
Instead, the window renders to internal GPU textures that mimic a swap chain. All window-handle-dependent operations (focus, input capture, cursor, etc.) become no-ops. Use this for headless rendering in automated testing or offscreen rendering scenarios.