diff --git a/src/core/winrt/SDL_winrtapp.cpp b/src/core/winrt/SDL_winrtapp.cpp index e2fbba77d..2ce66b5d1 100644 --- a/src/core/winrt/SDL_winrtapp.cpp +++ b/src/core/winrt/SDL_winrtapp.cpp @@ -290,8 +290,8 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven if (m_sdlWindowData) { // Make the new window size be the one true fullscreen mode. - // This change was done, in part, to allow the Direct3D 11.1 renderer - // to receive window-resize events as a device rotates. + // This change was initially done, in part, to allow the Direct3D 11.1 + // renderer to receive window-resize events as a device rotates. // Before, rotating a device from landscape, to portrait, and then // back to landscape would cause the Direct3D 11.1 swap buffer to // not get resized appropriately. SDL would, on the rotation from @@ -305,8 +305,6 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven m_sdlVideoDevice->displays[0].desktop_mode = resizedDisplayMode; m_sdlVideoDevice->displays[0].display_modes[0] = resizedDisplayMode; - m_sdlWindowData->sdlWindow->fullscreen_mode = resizedDisplayMode; - // Send the window-resize event to the rest of SDL, and to apps: const int windowWidth = (int) ceil(args->Size.Width); const int windowHeight = (int) ceil(args->Size.Height);