mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
GFX now handles non-default adapters
The GFX (DirectX) pipeline did not respect the choice of adapter and always went for the default one. Normally this isn't an issue unless you wish to target a particular adapter and display device combination. This has been corrected. The GFX initialize functions now attempt to find the best adapter that matches a given display device (i.e. monitor) if one has been passed in. To aid with choosing a display device some new monitor enumeration methods have been added to the platform window manager. These methods have been exposed to the Canvas.
This commit is contained in:
parent
1ed1a41256
commit
0d77cdc270
18 changed files with 282 additions and 45 deletions
|
|
@ -667,6 +667,9 @@ LRESULT PASCAL Win32Window::WindowProc( HWND hWnd, UINT message, WPARAM wParam,
|
|||
{
|
||||
|
||||
case WM_DISPLAYCHANGE:
|
||||
// Update the monitor list
|
||||
PlatformWindowManager::get()->buildMonitorsList();
|
||||
|
||||
if(window && window->isVisible() && !window->mSuppressReset && window->getVideoMode().bitDepth != wParam)
|
||||
{
|
||||
Con::warnf("Win32Window::WindowProc - resetting device due to display mode BPP change.");
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue