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author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-07-17 22:29:16 +0200 |
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committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-07-17 22:31:33 +0200 |
commit | 7111ae12125eb810d396045417558769e73a7fb7 (patch) | |
tree | f3edbcf7d8d1629b94750f235d13b8a14a9b08fe /src/openglgraphics.cpp | |
parent | 7b434e1b18a1425173fcf0b0476a4822082c7028 (diff) | |
download | mana-7111ae12125eb810d396045417558769e73a7fb7.tar.gz mana-7111ae12125eb810d396045417558769e73a7fb7.tar.bz2 mana-7111ae12125eb810d396045417558769e73a7fb7.tar.xz mana-7111ae12125eb810d396045417558769e73a7fb7.zip |
Fill the window also in software rendering mode
Mouse handling is broken when the game only fills a subset of the screen,
and this doesn't look very nice either. Do the same as done in OpenGL
mode for now.
Diffstat (limited to 'src/openglgraphics.cpp')
-rw-r--r-- | src/openglgraphics.cpp | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/src/openglgraphics.cpp b/src/openglgraphics.cpp index 14c32a95..65e24e51 100644 --- a/src/openglgraphics.cpp +++ b/src/openglgraphics.cpp @@ -74,7 +74,6 @@ bool OpenGLGraphics::setVideoMode(int w, int h, int bpp, bool fs, bool hwaccel) const double targetRatio = (double) 640 / 360; // 1.77778 const double requestedRatio = (double) w / h; - mScale = 1; if (requestedRatio < targetRatio) { // Screen is higher / narrower than target aspect ratio: calculate |