- 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."
This commit is contained in:
drfrag666 2018-10-15 11:58:09 +02:00
parent cb2750f6f5
commit 2183f71ec6
2 changed files with 3 additions and 3 deletions

View file

@ -177,8 +177,8 @@ void OpenGLFrameBuffer::Update()
int initialHeight = IsFullscreen() ? VideoHeight : GetClientHeight();
int clientWidth = ViewportScaledWidth(initialWidth, initialHeight);
int clientHeight = ViewportScaledHeight(initialWidth, initialHeight);
if (clientWidth < 320) clientWidth = 320;
if (clientHeight < 200) clientHeight = 200;
if (clientWidth < 160) clientWidth = 160;
if (clientHeight < 100) clientHeight = 100;
if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight))
{
// Do not call Resize here because it's only for software canvases

View file

@ -1315,7 +1315,7 @@ void V_UpdateModeSize (int width, int height)
CleanWidth = width / CleanXfac;
CleanHeight = height / CleanYfac;
assert(CleanWidth >= 320 && CleanHeight >= 200);
assert(CleanWidth >= 160 && CleanHeight >= 100);
if (width < 800 || width >= 960)
{