mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Mac build fix. Rename WindowZoom ini parameter to force-reset it as it
should always be 1 on Android for now.
This commit is contained in:
parent
321ebb29b3
commit
b3355b2f7c
2 changed files with 8 additions and 8 deletions
|
@ -90,9 +90,9 @@ void Config::Load(const char *iniFileName)
|
|||
graphics->Get("ShowFPSCounter", &bShowFPSCounter, false);
|
||||
graphics->Get("DisplayFramebuffer", &bDisplayFramebuffer, false);
|
||||
#ifdef _WIN32
|
||||
graphics->Get("WindowZoom", &iWindowZoom, 2);
|
||||
graphics->Get("ResolutionScale", &iWindowZoom, 2);
|
||||
#else
|
||||
graphics->Get("WindowZoom", &iWindowZoom, 1);
|
||||
graphics->Get("ResolutionScale", &iWindowZoom, 1);
|
||||
#endif
|
||||
graphics->Get("BufferedRendering", &bBufferedRendering, true);
|
||||
graphics->Get("HardwareTransform", &bHardwareTransform, true);
|
||||
|
@ -185,14 +185,14 @@ void Config::Save()
|
|||
IniFile::Section *graphics = iniFile.GetOrCreateSection("Graphics");
|
||||
graphics->Set("ShowFPSCounter", bShowFPSCounter);
|
||||
graphics->Set("DisplayFramebuffer", bDisplayFramebuffer);
|
||||
graphics->Set("WindowZoom", iWindowZoom);
|
||||
graphics->Set("ResolutionScale", iWindowZoom);
|
||||
graphics->Set("BufferedRendering", bBufferedRendering);
|
||||
graphics->Set("HardwareTransform", bHardwareTransform);
|
||||
graphics->Set("LinearFiltering", bLinearFiltering);
|
||||
graphics->Set("SSAA", SSAntiAliasing);
|
||||
graphics->Set("VBO", bUseVBO);
|
||||
graphics->Set("FrameSkip", iFrameSkip);
|
||||
graphics->Set("UseMediaEngine", bUseMediaEngine);
|
||||
graphics->Set("UseMediaEngine", bUseMediaEngine);
|
||||
graphics->Set("AnisotropyLevel", iAnisotropyLevel);
|
||||
graphics->Set("VertexCache", bVertexCache);
|
||||
graphics->Set("FullScreen", bFullScreen);
|
||||
|
|
|
@ -182,10 +182,10 @@ static void SetColorUniform3Alpha(int uniform, u32 color, u8 alpha)
|
|||
static void SetColorUniform3iAlpha(int uniform, u32 color, u8 alpha)
|
||||
{
|
||||
const GLint col[4] = {
|
||||
((color & 0xFF)),
|
||||
((color & 0xFF00) >> 8),
|
||||
((color & 0xFF0000) >> 16),
|
||||
alpha
|
||||
(GLint)((color & 0xFF)),
|
||||
(GLint)((color & 0xFF00) >> 8),
|
||||
(GLint)((color & 0xFF0000) >> 16),
|
||||
(GLint)alpha
|
||||
};
|
||||
glUniform4iv(uniform, 1, col);
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue