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@@ -86,6 +86,28 @@ CommonCreateState(char **argv, Uint32 flags) |
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state->audiospec.format = AUDIO_S16; |
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state->audiospec.channels = 2; |
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state->audiospec.samples = 2048; |
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/* Set some very sane GL defaults */ |
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state->gl_red_size = 3; |
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state->gl_green_size = 3; |
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state->gl_blue_size = 2; |
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state->gl_alpha_size = 0; |
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state->gl_buffer_size = 0; |
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state->gl_depth_size = 16; |
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state->gl_stencil_size = 0; |
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state->gl_double_buffer = 1; |
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state->gl_accum_red_size = 0; |
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state->gl_accum_green_size = 0; |
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state->gl_accum_blue_size = 0; |
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state->gl_accum_alpha_size = 0; |
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state->gl_stereo = 0; |
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state->gl_multisamplebuffers = 0; |
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state->gl_multisamplesamples = 0; |
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state->gl_retained_backing = 1; |
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state->gl_accelerated = 1; |
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state->gl_major_version = 2; |
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state->gl_minor_version = 1; |
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return state; |
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} |
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@@ -621,6 +643,27 @@ CommonInit(CommonState * state) |
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SDL_GetCurrentVideoDriver()); |
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} |
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/* Upload GL settings */ |
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, state->gl_red_size); |
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, state->gl_green_size); |
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, state->gl_blue_size); |
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, state->gl_alpha_size); |
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, state->gl_double_buffer); |
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SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, state->gl_buffer_size); |
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, state->gl_depth_size); |
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, state->gl_stencil_size); |
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SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, state->gl_accum_red_size); |
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SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, state->gl_accum_green_size); |
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SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, state->gl_accum_blue_size); |
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SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, state->gl_accum_alpha_size); |
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SDL_GL_SetAttribute(SDL_GL_STEREO, state->gl_stereo); |
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, state->gl_multisamplebuffers); |
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, state->gl_multisamplesamples); |
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, state->gl_accelerated); |
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SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, state->gl_retained_backing); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, state->gl_major_version); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, state->gl_minor_version); |
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if (state->verbose & VERBOSE_MODES) { |
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SDL_DisplayMode mode; |
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int bpp; |
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