# HG changeset patch # User Sam Lantinga # Date 1349408482 25200 # Node ID 1fc5f5116bd01c058423e5ccbf71e9ec66cae8e3 # Parent 90f231aa77b9e8293f9f17c03ffcd5f7052c9a4c Turn off video mode debugging diff -r 90f231aa77b9 -r 1fc5f5116bd0 src/video/x11/SDL_x11modes.c --- a/src/video/x11/SDL_x11modes.c Thu Oct 04 13:50:41 2012 -0700 +++ b/src/video/x11/SDL_x11modes.c Thu Oct 04 20:41:22 2012 -0700 @@ -25,14 +25,15 @@ #include "SDL_hints.h" #include "SDL_x11video.h" -#define X11MODES_DEBUG +/*#define X11MODES_DEBUG*/ -/* I'm becoming more and more convinced that the application should never use XRandR, - * and it's the window manager's responsibility to track and manage display modes for - * fullscreen windows. Right now XRandR is completely broken with respect to window - * manager behavior on every window manager that I can find. For example, on Unity 3D - * if you show a fullscreen window while the resolution is changing (within ~250 ms) - * your window will retain the fullscreen state hint but be decorated and windowed. +/* I'm becoming more and more convinced that the application should never + * use XRandR, and it's the window manager's responsibility to track and + * manage display modes for fullscreen windows. Right now XRandR is completely + * broken with respect to window manager behavior on every window manager that + * I can find. For example, on Unity 3D if you show a fullscreen window while + * the resolution is changing (within ~250 ms) your window will retain the + * fullscreen state hint but be decorated and windowed. */ #define XRANDR_DISABLED_BY_DEFAULT