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Added automatic virtual resolution in GPU_Init() when the window you get does not match the dimensions you requested. This is a likely scenario on Android.

+5 -1
+5 -1
SDL_gpu/GL_common/SDL_gpu_GL_common.inl
··· 17 17 // Near the unsigned short limit (65535) 18 18 #define GPU_BLIT_BUFFER_ABSOLUTE_MAX_VERTICES 60000 19 19 // Near the unsigned int limit (4294967295) 20 - #define GPU_INDEX_BUFFER_ABSOLUTE_MAX_VERTICES 4000000000 20 + #define GPU_INDEX_BUFFER_ABSOLUTE_MAX_VERTICES 4000000000u 21 21 22 22 23 23 // x, y, s, t, r, g, b, a ··· 813 813 if(renderer->CreateTargetFromWindow(renderer, 0, renderer->current_context_target) == NULL) 814 814 return NULL; 815 815 #endif 816 + 817 + // If the dimensions of the window don't match what we asked for, then set up a virtual resolution to pretend like they are. 818 + if(w != 0 && h != 0 && (w != renderer->current_context_target->w || h != renderer->current_context_target->h)) 819 + renderer->SetVirtualResolution(renderer, renderer->current_context_target, w, h); 816 820 817 821 // Init glVertexAttrib workaround 818 822 #ifdef SDL_GPU_USE_OPENGL