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- fixed: The Windows CreateFramebuffer methods need to check the desired screen size for an actual resolution when switching to fullscreen.
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2 changed files with 10 additions and 0 deletions
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@ -352,6 +352,11 @@ DFrameBuffer *Win32GLVideo::CreateFrameBuffer(int width, int height, bool fs, DF
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{
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{
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Win32GLFrameBuffer *fb;
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Win32GLFrameBuffer *fb;
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if (fs)
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{
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I_ClosestResolution(&width, &height, 32);
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}
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m_DisplayWidth = width;
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m_DisplayWidth = width;
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m_DisplayHeight = height;
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m_DisplayHeight = height;
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m_DisplayBits = 32;
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m_DisplayBits = 32;
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@ -641,6 +641,11 @@ DFrameBuffer *Win32Video::CreateFrameBuffer (int width, int height, bool fullscr
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PalEntry flashColor;
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PalEntry flashColor;
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int flashAmount;
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int flashAmount;
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if (fullscreen)
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{
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I_ClosestResolution(&width, &height, D3D ? 32 : 8);
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}
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LOG4 ("CreateFB %d %d %d %p\n", width, height, fullscreen, old);
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LOG4 ("CreateFB %d %d %d %p\n", width, height, fullscreen, old);
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if (old != NULL)
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if (old != NULL)
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