}*/
/* Create window buffers */
- if (screen_create_window_buffers(sWindow, 2)) {
+ if (screen_create_window_buffers(sWindow, (fgState.DisplayMode & GLUT_DOUBLE) ? 2 : 1)) {
screen_destroy_window(sWindow);
screen_destroy_context(window->Window.pContext.screenContext);
fgError("Could not create window buffers");
/* Request window events */
screen_request_events(window->Window.pContext.screenContext);
- /* Save window */
+ /* Save window and set state */
window->Window.Handle = fgDisplay.pDisplay.single_native_window;
window->State.WorkMask |= GLUT_INIT_WORK;
+ window->State.IsFullscreen = GL_TRUE; //XXX Always fullscreen for now
/* Create context */
fghChooseConfig(&window->Window.pContext.egl.Config);