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Note that mode switching does not affect context

This commit is contained in:
Camilla Berglund 2016-11-08 12:19:06 +01:00
parent e8c3e54dda
commit e83be1d73a

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@ -1778,8 +1778,8 @@ GLFWAPI void glfwWindowHint(int hint, int value);
* or _borderless full screen_ windows, see @ref window_windowed_full_screen. * or _borderless full screen_ windows, see @ref window_windowed_full_screen.
* *
* Once you have created the window, you can switch it between windowed and * Once you have created the window, you can switch it between windowed and
* full screen mode with @ref glfwSetWindowMonitor. If the window has an * full screen mode with @ref glfwSetWindowMonitor. This will not affect its
* OpenGL or OpenGL ES context, it will be unaffected. * OpenGL or OpenGL ES context.
* *
* By default, newly created windows use the placement recommended by the * By default, newly created windows use the placement recommended by the
* window system. To create the window at a specific position, make it * window system. To create the window at a specific position, make it