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https://github.com/TorqueGameEngines/Torque3D.git
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Adds a logical check for when we try and check for found adapters, so if we're defined to use a Null device, we can skip looking around
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cb766f2878
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@ -333,17 +333,26 @@ GFXAdapter *GFXInit::getBestAdapterChoice()
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}
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}
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// Return best found in order DX11, GL
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if (foundAdapter11)
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return foundAdapter11;
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if (renderer.equal("NullDevice", String::NoCase) == false)
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{
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// Return best found in order DX11, GL
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if (foundAdapter11)
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return foundAdapter11;
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if (foundAdapterGL)
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return foundAdapterGL;
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if (foundAdapterGL)
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return foundAdapterGL;
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// Uh oh - we didn't find anything. Grab whatever we can that's not Null...
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for(S32 i=0; i<smAdapters.size(); i++)
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if(smAdapters[i]->mType != NullDevice)
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return smAdapters[i];
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// Uh oh - we didn't find anything. Grab whatever we can that's not Null...
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for (S32 i = 0; i < smAdapters.size(); i++)
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if (smAdapters[i]->mType != NullDevice)
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return smAdapters[i];
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}
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else
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{
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for (S32 i = 0; i < smAdapters.size(); i++)
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if (smAdapters[i]->mType == NullDevice)
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return smAdapters[i];
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}
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// Dare we return a null device? No. Just return NULL.
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return NULL;
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