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Set version to 0.0 (prerelease), set render defaults for true-color software renderer since that is the focus of this project
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3ebf8c7e74
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4 changed files with 8 additions and 8 deletions
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@ -106,7 +106,7 @@ EXTERN_CVAR(Bool, ticker )
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EXTERN_CVAR(Bool, vid_vsync)
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EXTERN_CVAR(Bool, vid_vsync)
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EXTERN_CVAR(Bool, vid_hidpi)
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EXTERN_CVAR(Bool, vid_hidpi)
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CUSTOM_CVAR(Bool, swtruecolor, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CUSTOM_CVAR(Bool, swtruecolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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{
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// Strictly speaking this doesn't require a mode switch, but it is the easiest
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// Strictly speaking this doesn't require a mode switch, but it is the easiest
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// way to force a CreateFramebuffer call without a lot of refactoring.
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// way to force a CreateFramebuffer call without a lot of refactoring.
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@ -321,7 +321,7 @@ CUSTOM_CVAR (Int, vid_maxfps, 200, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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extern int NewWidth, NewHeight, NewBits, DisplayBits;
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extern int NewWidth, NewHeight, NewBits, DisplayBits;
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CUSTOM_CVAR(Bool, swtruecolor, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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CUSTOM_CVAR(Bool, swtruecolor, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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{
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// Strictly speaking this doesn't require a mode switch, but it is the easiest
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// Strictly speaking this doesn't require a mode switch, but it is the easiest
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// way to force a CreateFramebuffer call without a lot of refactoring.
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// way to force a CreateFramebuffer call without a lot of refactoring.
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@ -41,12 +41,12 @@ const char *GetVersionString();
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/** Lots of different version numbers **/
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/** Lots of different version numbers **/
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#define VERSIONSTR "2.2pre"
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#define VERSIONSTR "0.0pre"
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// The version as seen in the Windows resource
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// The version as seen in the Windows resource
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#define RC_FILEVERSION 2,1,9999,0
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#define RC_FILEVERSION 0,0,9999,0
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#define RC_PRODUCTVERSION 2,1,9999,0
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#define RC_PRODUCTVERSION 0,0,9999,0
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#define RC_PRODUCTVERSION2 "2.2pre"
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#define RC_PRODUCTVERSION2 "0.0pre"
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// Version identifier for network games.
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// Version identifier for network games.
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// Bump it every time you do a release unless you're certain you
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// Bump it every time you do a release unless you're certain you
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@ -72,7 +72,7 @@ int currentrenderer = -1;
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bool changerenderer;
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bool changerenderer;
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// [ZDoomGL]
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// [ZDoomGL]
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CUSTOM_CVAR (Int, vid_renderer, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CUSTOM_CVAR (Int, vid_renderer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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{
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// 0: Software renderer
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// 0: Software renderer
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// 1: OpenGL renderer
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// 1: OpenGL renderer
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@ -358,7 +358,7 @@ void I_RestoreWindowedPos ()
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extern int NewWidth, NewHeight, NewBits, DisplayBits;
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extern int NewWidth, NewHeight, NewBits, DisplayBits;
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CUSTOM_CVAR(Bool, swtruecolor, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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CUSTOM_CVAR(Bool, swtruecolor, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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{
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// Strictly speaking this doesn't require a mode switch, but it is the easiest
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// Strictly speaking this doesn't require a mode switch, but it is the easiest
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// way to force a CreateFramebuffer call without a lot of refactoring.
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// way to force a CreateFramebuffer call without a lot of refactoring.
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