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b054261a0e
The problem was that the editors called ChoosePixelFormat() instead of wglChoosePixelFormatARB() - and the normal ChoosePixelFormat() has no attribute for MSAA, so if MSAA is enabled (by SDL2 which calls the wgl variant), ChoosePixelFormat() will return an incomaptible format and the editors don't get a working OpenGL context. So I wrote a wrapper around ChoosePixelFormat() that calls the wgl variant if available, and all the necessary plumbing around that. While at it, removed the unused qwgl*PixelFormat function pointers and supressed the "inconsistent dll linkage" warnings for the gl stubs |
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.. | ||
cm | ||
d3xp | ||
framework | ||
game | ||
idlib | ||
MayaImport | ||
renderer | ||
sound | ||
sys | ||
tools | ||
TypeInfo | ||
ui | ||
CMakeLists.txt | ||
config.h.in | ||
mmakefile.src |