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tempfix: corrects the display api entry...
in the options menu so that it properly reflects what's active/selected for restart, and more importantly saves the pref. Important Note: down the line we'd discussed treating options similar to the key remap system where it'd be a map of opt[varname]=varstate;
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@ -206,7 +206,7 @@ function OptionsMenu::populateDisplaySettingsList(%this)
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OptionDescription.setText("");
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%resolutionList = getScreenResolutionList();
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OptionsMenuSettingsList.addOptionRow("Display API", "D3D11\tOpenGL", false, "", -1, -30, true, "The display API used for rendering.", getDisplayDeviceInformation());
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OptionsMenuSettingsList.addOptionRow("Display API", "D3D11\tOpenGL", false, "", -1, -30, true, "The display API used for rendering.", $pref::Video::displayDevice);
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OptionsMenuSettingsList.addOptionRow("Resolution", %resolutionList, false, "", -1, -30, true, "Resolution of the game window", _makePrettyResString( $pref::Video::mode ));
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OptionsMenuSettingsList.addOptionRow("Fullscreen", "No\tYes", false, "", -1, -30, true, "", convertBoolToYesNo($pref::Video::FullScreen));
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OptionsMenuSettingsList.addOptionRow("VSync", "No\tYes", false, "", -1, -30, true, "", convertBoolToYesNo(!$pref::Video::disableVerticalSync));
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@ -226,7 +226,7 @@ function OptionsMenu::applyDisplaySettings(%this)
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{
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%newAdapter = GraphicsMenuDriver.getText();
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%numAdapters = GFXInit::getAdapterCount();
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%newDevice = $pref::Video::displayDevice;
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%newDevice = OptionsMenuSettingsList.getCurrentOption(0);
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for( %i = 0; %i < %numAdapters; %i ++ )
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{
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