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With SDL 2 the refreshrate handling was rather limited by SDL 2 only supporting integer refreshrates, making it impossible to represent the common 59.95hz and other non-integer refreshrates. Quake II works around this by assuming a refreshrate of 2hz higher than returned by SDL. SDL 3 finally supports float refreshrates. Refactor the internal API to also use floats. This should be a no-op since the 'refreshrate * 1.02' logic stayes in place for the time being. This can be reevaluated at a later time for the SDL 3 build, but needs testing. As a nice side effect fix the `vid_displayrefreshrate` cvar. It was broken in both SDL 2 and 3 since it was always overwritten with the actual display refresh rate. |
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backends | ||
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common | ||
game | ||
server | ||
win-wrapper |