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Enabled GLSW framebuffer in Cocoa backend by default
Added fallback to generic Cocoa implementation if it's not available (i.e. without OpenGL Core Profile support) Value of vid_glswfb CVAR is now saved to configuration file
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1 changed files with 8 additions and 1 deletions
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@ -116,7 +116,7 @@
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DFrameBuffer *CreateGLSWFrameBuffer(int width, int height, bool bgra, bool fullscreen);
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DFrameBuffer *CreateGLSWFrameBuffer(int width, int height, bool bgra, bool fullscreen);
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CUSTOM_CVAR(Bool, vid_glswfb, false, CVAR_NOINITCALL)
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CUSTOM_CVAR(Bool, vid_glswfb, true, CVAR_NOINITCALL | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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}
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@ -658,6 +658,13 @@ DFrameBuffer* CocoaVideo::CreateFrameBuffer(const int width, const int height, c
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else if (vid_glswfb)
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else if (vid_glswfb)
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{
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{
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fb = CreateGLSWFrameBuffer(width, height, bgra, fullscreen);
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fb = CreateGLSWFrameBuffer(width, height, bgra, fullscreen);
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if (!fb->IsValid())
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{
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delete fb;
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fb = new CocoaFrameBuffer(width, height, bgra, fullscreen);
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}
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}
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}
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else
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else
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{
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{
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