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Fix displayed color/depth/stencil bits values
The values passed to SDL are just the minimum required. Get actually values of colorbits, depthbits, and stencilbits from SDL instead of assuming that the engine got exactly what it asked for.
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1 changed files with 8 additions and 3 deletions
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@ -451,6 +451,7 @@ static int GLimp_SetMode(int mode, qboolean fullscreen, qboolean noborder, qbool
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for (i = 0; i < 16; i++)
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{
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int testColorBits, testDepthBits, testStencilBits;
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int realColorBits[3];
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// 0 - default
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// 1 - minus colorBits
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@ -664,9 +665,13 @@ static int GLimp_SetMode(int mode, qboolean fullscreen, qboolean noborder, qbool
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ri.Printf( PRINT_DEVELOPER, "SDL_GL_SetSwapInterval failed: %s\n", SDL_GetError( ) );
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}
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glConfig.colorBits = testColorBits;
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glConfig.depthBits = testDepthBits;
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glConfig.stencilBits = testStencilBits;
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SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &realColorBits[0] );
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SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &realColorBits[1] );
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SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &realColorBits[2] );
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SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &glConfig.depthBits );
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SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &glConfig.stencilBits );
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glConfig.colorBits = realColorBits[0] + realColorBits[1] + realColorBits[2];
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ri.Printf( PRINT_ALL, "Using %d color bits, %d depth, %d stencil display.\n",
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glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );
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