rvGEWindowWrapper is still TODO - it's not as straightforward, because
it insists on storing a pointer in an idWinVar (using idWinInt), but there
is no idWinVar type for pointers
SDL has a bug (at least on Windows) where SDL_CreateWindow() with
SDL_WINDOW_FULLSCREEN doesn't use the configured resolution (if it's
higher than the current desktop resolution).
Try to work around that - based on Yamagi Quake II code.
Also, if GLimp_Init() fails, the "safe mode" fallback is now in
windowed mode instead of fullscreen mode.
I worked around the issue for the particle editor, but now it turned out
it can also somehow happen when switching from the Radiant to the Engine
(with F2), so I implemented the "proper" fix of restoring
glConfig.vidWidth/Height, that are overwritten in
RenderSystemLocal::BeginFrame(), in RenderSystemLocal::EndFrame().
In short, it uses a idGLDrawableMaterial widget that calls
renderSystem->BeginFrame(w, h); (with w and h being small for the texture
preview window) and BeginFrame() sets glConfig.vidWidth and vidHeight to
w/h and that never got reset to the original value (window width/height).
This breaks everything because for some reason
renderSystem->GetSCreenWidth()/Height() return glConfig.vidWidth/Height
so it will just continue to render everything at that resolution (in a
small rectangle on the lower left corner of the window).
This bug has already existed in Doom3 1.3.1 (but was less noticable because
apparently when switching away from Doom3 and back to the window it reset
vidWidth/Height to the window resolution)
I only implemented a workaround (restore glConfig.vid* after rendering the
texture preview), it's possible that the same issue exists in other
(probably editor-) code - but a "proper fix" might also break code (and I'm
not super-familiar with the editor code or even just using them)
Editor also seems to start, didn't test much further.
Only tested 32bit Windows, I fear the editor code isn't 64bit clean..
I hope I haven't broken anything elsewhere..