Fixes a resolution switching issue when the game uses **only** OpenGL as the renderer

Canvas.tscript fixes provided by @OTHG_Mars
This commit is contained in:
Marc 2021-03-18 21:37:36 +00:00
parent b6a1acabf8
commit 3d2f3bda64
2 changed files with 29 additions and 6 deletions

View file

@ -58,7 +58,16 @@ void EnumerateVideoModes(Vector<GFXVideoMode>& outModes)
GFXVideoMode outMode;
outMode.resolution.set( mode.w, mode.h );
outMode.refreshRate = mode.refresh_rate;
outMode.bitDepth = SDL_BYTESPERPIXEL( mode.format );
// BBP = 32 for some reason the engine knows it should be 32, but then we
// add some extra code to break what the engine knows.
//outMode.bitDepth = SDL_BYTESPERPIXEL( mode.format ); // sets bitdepths to 4
//outMode.bitDepth = SDL_BITSPERPIXEL(mode.format); // sets bitdepth to 24
// hardcoded magic numbers ftw
// This value is hardcoded in DX, probably to avoid the shenanigans going on here
outMode.bitDepth = 32;
outMode.wideScreen = (mode.w / mode.h) > (4 / 3);
outMode.fullScreen = true;