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Not sure if this is something stupid on my end, but just brought my project over to a new display (older Samsung monitor with HDMI input, versus my standard Apple display) and when I run my sketch, despite my code (below) trying to render at full screen, it gets cut off at only filling about 1/2-2/3 of the monitor. Even when I've enabled resizing, it does not allow me to resize past this max-width. I've tried setting full screen via both standard 'size(displayWidth, displayheight)' and 'boolean sketchFullScreen()' methods, neither of which worked.
void setup(){
background(255);
dWidth = displayWidth;
dHeight = displayHeight;
size(dWidth, dHeight); // full screen
}
Answers
How huge is this monitor?
I would test to see if the monitors resolution is being reported correctly. If it is, has Processing truncated it?
quark, yes it is reading the screen res fine. that's what's even weirder. and the monitors (i've now tried two) are actually smaller than the original monitor i had built this on. they are 1920x1200 res. the final output is going to be displayed on a tv screen that is 65" though, so i need to be able to ensure that i can fill the screen no matter what size the output. the rest of the code is just looking for button presses and creating a bar graph, nothing that i can find or imagine would have any bearing on sketch size. kind of under the gun with time right now, so any and all suggestions and help is greatly appreciated.
for what it's worth, here's my full code (and i know there are a lot of redundancies that need to be cleaned up):
so one detail i left out was that when the app was working full screen, it was running off my MacBook Pro. i moved everything over to an older Mac Mini. apparently that is the issue, as i retested with my MacBook connected to the new monitors and it works fine. so apparently there is a video card issue. one that i'm not going to deal with right now, but just in case anyone else runs into this in the future, check the video card on your machine.