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From: Lasse Kärkkäi. <tr...@us...> - 2011-02-06 17:44:51
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Module: performous
Branch: opengl2
Commit: 14a4e47fc529c32d8c933043f3092026db3e9d77
Author: Lasse Karkkainen <tro...@tr...>
Date: Sun Feb 6 18:44:30 2011 +0100
Revert the earlier fix for window resizing as it doesn't seem to be necessary (anymore?).
---
game/main.cc | 2 +-
game/video_driver.cc | 1 -
2 files changed, 1 insertions(+), 2 deletions(-)
diff --git a/game/main.cc b/game/main.cc
index 5171e8d..8fbb531 100644
--- a/game/main.cc
+++ b/game/main.cc
@@ -66,7 +66,7 @@ static void checkEvents_SDL(ScreenManager& sm) {
sm.finished();
break;
case SDL_VIDEORESIZE:
- //sm.window().resize(event.resize.w, event.resize.h);
+ sm.window().resize(event.resize.w, event.resize.h);
break;
case SDL_KEYDOWN:
int keypressed = event.key.keysym.sym;
diff --git a/game/video_driver.cc b/game/video_driver.cc
index 2536349..5585ccc 100644
--- a/game/video_driver.cc
+++ b/game/video_driver.cc
@@ -244,7 +244,6 @@ void Window::resize() {
screen = SDL_SetVideoMode(width, height, 0, SDL_OPENGL | SDL_RESIZABLE | (m_fullscreen ? SDL_FULLSCREEN : 0));
if (!screen) throw std::runtime_error(std::string("SDL_SetVideoMode failed: ") + SDL_GetError());
}
- glerror.check("SetVideoMode");
s_width = screen->w;
s_height = screen->h;
if (!m_fullscreen) {
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