okay...
hmm, well:
Using the tutorial you provided, I've figured out how to get the game into full screen mode. That is to say, put up a window covering the whole screen, thereby hiding the menu bar.
However, when I do this, my frame rate drops from a Nice even 60 down to 30 or even 20... Now, my code is in no way optimized - I'm redrawing the entire View on each frame update, mostly in anticipation of heavy background redrawing, scaling and sprite scaling.
To keep my frame rate at 60, my plan has been to use an 800x600 graphics context on computers as slow as mine (1.25 ghz), but I also have a 1280x960 sprite set from my original Adobe Illustrator exports.
Now that I'm pressed with the issue of running full screen, it seems to me that Quartz doesn't support changing of screen resolution, but I'm reluctant to use OpenGL for a sprite-based game -- and honestly, I find OpenGL somewhat confusing, and I can't get glDrawPixels to work properly. (ie, nothing is drawn) However, CGLayers aren't available until tiger, which seem to be exactly what I need for high speed 2d animation. I'll be getting tiger soon.. Should I just wait for CGLayers? If so, is it POSSIBLE to change to the 800x600 resolution WITHOUT OpenGL? That is, with Quartz??
I'd like as much input as possible, thanx