throw std::runtime_error(out.str());
}
log_info << "Using GLEW " << glewGetString(GLEW_VERSION) << std::endl;
- log_info << "GL_ARB_texture_non_power_of_two: " << GL_ARB_texture_non_power_of_two << std::endl;
+ log_info << "GLEW_ARB_texture_non_power_of_two: " << GLEW_ARB_texture_non_power_of_two << std::endl;
#endif
}
{
// This causes the screen to go black, which is annoying, but seems
// unavoidable with SDL at the moment
- SDL_SetVideoMode(w, h, 0, SDL_OPENGL /*| SDL_RESIZABLE*/);
+ SDL_SetVideoMode(w, h, 0, SDL_OPENGL | SDL_RESIZABLE);
g_config->window_size = Size(w, h);
void
GLRenderer::apply_config()
{
- if (1)
+ if (false)
{
- std::cout << "Applying Config:"
- << "\n Desktop: " << desktop_size.width << "x" << desktop_size.height
- << "\n Window: " << g_config->window_size
- << "\n FullRes: " << g_config->fullscreen_size
- << "\n Aspect: " << g_config->aspect_size
- << "\n Magnif: " << g_config->magnification
- << std::endl;
+ log_info << "Applying Config:"
+ << "\n Desktop: " << desktop_size.width << "x" << desktop_size.height
+ << "\n Window: " << g_config->window_size
+ << "\n FullRes: " << g_config->fullscreen_size
+ << "\n Aspect: " << g_config->aspect_size
+ << "\n Magnif: " << g_config->magnification
+ << std::endl;
}
float target_aspect = static_cast<float>(desktop_size.width) / static_cast<float>(desktop_size.height);