{
  "$type": "site.standard.document",
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    "uri": "at://did:plc:dxjzgxe7cvirxkwfjr2tjspt/app.bsky.feed.post/3mn632rdekl42"
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  "path": "/t/jme-3-10-0-beta1/49603#post_10",
  "publishedAt": "2026-05-31T16:45:35.000Z",
  "site": "https://hub.jmonkeyengine.org",
  "tags": [
    "@return"
  ],
  "textContent": "jme application has these two methods:\n\n\n        /**\n         * This call will return a list of Monitors that glfwGetMonitors()\n         * returns and information about the monitor, like width, height,\n         * and refresh rate.\n         *\n         * @return returns a list of monitors and their information.\n         */\n        public Displays getDisplays() {\n            return context.getDisplays();\n        }\n\n        /**\n         * Use this to get the positional number of the primary\n         * monitor from the glfwGetMonitors() function call.\n         *\n         * @return the position of the value in the arraylist of\n         *         the primary monitor.\n         */\n        public int getPrimaryDisplay() {\n            return context.getPrimaryDisplay();\n        }\n\n\nthat i have (hopefully correctly) implemented in SDL3.\nThese are useful if you want in-game settings where you can change the resolution and then the app is restarted (you can use jme’s `restart()` for this).\n\nDoing it without the app being first initialized doesn’t make a lot of sense in SDL3, because (afaik) it needs a living SDL3 context anyway. But SDL3 is less sensitive than our previous GLFW implementation, regarding fullscreen resolutions, if you ask it for a wrong one it should select the closest one automatically. So in theory there shouldn’t be a state where the app just crashes because of the resolution.",
  "title": "jME 3.10.0-beta1"
}