OPENGL: Don't prefix maxTextureSize variable for consistency.

This commit is contained in:
Johannes Schickel 2016-01-04 11:00:58 +01:00
parent 472dbc4a84
commit 0b46af2f0e
3 changed files with 10 additions and 10 deletions

View file

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