forked from teamnwah/openmw-tes3coop
Merge pull request #1784 from nikolaykasyanov/revert-sdl-get-attribute
Revert "Retrieve SDL window settings instead of using magic numbers"
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commit
102266d08d
2 changed files with 12 additions and 22 deletions
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@ -48,7 +48,6 @@
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Bug #4459: NotCell dialogue condition doesn't support partial matches
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Bug #4461: "Open" spell from non-player caster isn't a crime
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Bug #4469: Abot Silt Striders – Model turn 90 degrees on horizontal
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Bug #4471: Retrieve SDL window settings instead of using magic numbers
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Bug #4474: No fallback when getVampireHead fails
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Bug #4475: Scripted animations should not cause movement
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Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
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@ -381,33 +381,24 @@ void OMW::Engine::createWindow(Settings::Manager& settings)
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setWindowIcon();
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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int redSize;
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int greenSize;
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int blueSize;
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int depthSize;
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int stencilSize;
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int doubleBuffer;
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SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &redSize);
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SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &greenSize);
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SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &blueSize);
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SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depthSize);
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SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencilSize);
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SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doubleBuffer);
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SDL_GetWindowPosition(mWindow, &traits->x, &traits->y);
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SDL_GetWindowSize(mWindow, &traits->width, &traits->height);
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traits->red = redSize;
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traits->green = greenSize;
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traits->blue = blueSize;
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traits->depth = depthSize;
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traits->stencil = stencilSize;
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traits->doubleBuffer = doubleBuffer;
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traits->windowName = SDL_GetWindowTitle(mWindow);
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traits->windowDecoration = !(SDL_GetWindowFlags(mWindow)&SDL_WINDOW_BORDERLESS);
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traits->screenNum = SDL_GetWindowDisplayIndex(mWindow);
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traits->vsync = vsync;
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// We tried to get rid of the hardcoding but failed: https://github.com/OpenMW/openmw/pull/1771
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// Here goes kcat's quote:
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// It's ultimately a chicken and egg problem, and the reason why the code is like it was in the first place.
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// It needs a context to get the current attributes, but it needs the attributes to set up the context.
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// So it just specifies the same values that were given to SDL in the hopes that it's good enough to what the window eventually gets.
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traits->red = 8;
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traits->green = 8;
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traits->blue = 8;
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traits->alpha = 0; // set to 0 to stop ScreenCaptureHandler reading the alpha channel
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traits->depth = 24;
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traits->stencil = 8;
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traits->vsync = vsync;
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traits->doubleBuffer = true;
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traits->inheritedWindowData = new SDLUtil::GraphicsWindowSDL2::WindowData(mWindow);
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osg::ref_ptr<SDLUtil::GraphicsWindowSDL2> graphicsWindow = new SDLUtil::GraphicsWindowSDL2(traits);
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