Do not call gfx_sdl_set_fullscreen() just after creating the game window: create window fullscreen or not directly.
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@ -95,6 +95,8 @@ static void gfx_sdl_set_fullscreen(bool fullscreen)
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}
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static void gfx_sdl_init(void) {
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Uint32 window_flags = 0;
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SDL_Init(SDL_INIT_VIDEO);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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@ -108,21 +110,27 @@ static void gfx_sdl_init(void) {
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
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if (configFullscreen) {
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window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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#ifndef USE_GLES
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wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
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#else
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/* GLES platforms generally run without a window server like Xorg. Just use the system video mode,
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instead of trying to set a new video mode, which does not make any sense in modern displays. */
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SDL_DisplayMode sdl_displaymode;
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SDL_GetCurrentDisplayMode(0, &sdl_displaymode);
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wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL_ES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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sdl_displaymode.w, sdl_displaymode.h, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN_DESKTOP);
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sdl_displaymode.w, sdl_displaymode.h, window_flags);
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#endif
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gfx_sdl_set_fullscreen(configFullscreen);
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SDL_GL_CreateContext(wnd);
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SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
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