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- Make 160x100 scaling actually work, not that it's really useful.
This partially reverts "- don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds."
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2 changed files with 3 additions and 3 deletions
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@ -177,8 +177,8 @@ void OpenGLFrameBuffer::Update()
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int initialHeight = IsFullscreen() ? VideoHeight : GetClientHeight();
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int clientWidth = ViewportScaledWidth(initialWidth, initialHeight);
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int clientHeight = ViewportScaledHeight(initialWidth, initialHeight);
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if (clientWidth < 320) clientWidth = 320;
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if (clientHeight < 200) clientHeight = 200;
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if (clientWidth < 160) clientWidth = 160;
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if (clientHeight < 100) clientHeight = 100;
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if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight))
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{
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// Do not call Resize here because it's only for software canvases
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@ -1315,7 +1315,7 @@ void V_UpdateModeSize (int width, int height)
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CleanWidth = width / CleanXfac;
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CleanHeight = height / CleanYfac;
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assert(CleanWidth >= 320 && CleanHeight >= 200);
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assert(CleanWidth >= 160 && CleanHeight >= 100);
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if (width < 800 || width >= 960)
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{
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