diff --git a/internal/graphicsdriver/metal/view_macos.go b/internal/graphicsdriver/metal/view_macos.go index b20f974c0..5b63ded1f 100644 --- a/internal/graphicsdriver/metal/view_macos.go +++ b/internal/graphicsdriver/metal/view_macos.go @@ -45,7 +45,7 @@ func (v *view) update() { func (v *view) usePresentsWithTransaction() bool { // Disable presentsWithTransaction on the fullscreen mode (#1745). - return !v.vsyncDisabled && !v.fullscreen + return !v.vsyncDisabled } func (v *view) maximumDrawableCount() int { diff --git a/internal/uidriver/glfw/ui_darwin.go b/internal/uidriver/glfw/ui_darwin.go index 509dda517..09a9644b7 100644 --- a/internal/uidriver/glfw/ui_darwin.go +++ b/internal/uidriver/glfw/ui_darwin.go @@ -63,6 +63,21 @@ package glfw // if (!origResizable) { // window.styleMask &= ~NSWindowStyleMaskResizable; // } +// +// if ((window.styleMask & NSWindowStyleMaskFullScreen) == 0) { +// return; +// } +// +// // Reduce the view height (#1745). +// // https://stackoverflow.com/questions/27758027/sprite-kit-serious-fps-issue-in-full-screen-mode-on-os-x +// NSView* view = [window contentView]; +// CGSize size = [view frame].size; +// size.width--; +// [view setFrameSize:size]; +// +// // NSColor.blackColor (0, 0, 0, 1) didn't work. +// // Use the transparent color instead. +// [window setBackgroundColor: [NSColor colorWithSRGBRed:0 green:0 blue:0 alpha:0]]; // } // // static void setNativeCursor(int cursorID) {