OPENGL: Don't prefix maxTextureSize variable for consistency.
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472dbc4a84
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3 changed files with 10 additions and 10 deletions
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@ -220,8 +220,8 @@ OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
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// a context existing before, which means we don't know the maximum
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// supported texture size before this. Thus, we check whether the
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// requested game resolution is supported over here.
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|| ( _currentState.gameWidth > (uint)g_context._maxTextureSize
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|| _currentState.gameHeight > (uint)g_context._maxTextureSize)) {
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|| ( _currentState.gameWidth > (uint)g_context.maxTextureSize
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|| _currentState.gameHeight > (uint)g_context.maxTextureSize)) {
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if (_transactionMode == kTransactionActive) {
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// Try to setup the old state in case its valid and is
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// actually different from the new one.
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@ -792,15 +792,15 @@ void OpenGLGraphicsManager::setActualScreenSize(uint width, uint height) {
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// possible and then scale it to the physical display size. This sounds
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// bad but actually all recent chips should support full HD resolution
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// anyway. Thus, it should not be a real issue for modern hardware.
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if ( overlayWidth > (uint)g_context._maxTextureSize
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|| overlayHeight > (uint)g_context._maxTextureSize) {
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if ( overlayWidth > (uint)g_context.maxTextureSize
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|| overlayHeight > (uint)g_context.maxTextureSize) {
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const frac_t outputAspect = intToFrac(_outputScreenWidth) / _outputScreenHeight;
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if (outputAspect > (frac_t)FRAC_ONE) {
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overlayWidth = g_context._maxTextureSize;
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overlayWidth = g_context.maxTextureSize;
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overlayHeight = intToFrac(overlayWidth) / outputAspect;
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} else {
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overlayHeight = g_context._maxTextureSize;
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overlayHeight = g_context.maxTextureSize;
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overlayWidth = fracToInt(overlayHeight * outputAspect);
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}
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}
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