From 0daacc04d3576a1942abadbd28c457a741b20e28 Mon Sep 17 00:00:00 2001 From: Matt Callaghan Date: Mon, 21 Mar 2011 14:37:33 +0000 Subject: [PATCH] *sigh* I knew it would be something tiny. 3D Vision is fixed now, I'll make this 3D Vision specific if it causes any problems, but I've tested it and it seems fine. For anyone interested, because fullscreen wasn't set for wx first, the menus and stuff were being included in the size of the frame (which is being used for the backbuffer size), so it was getting 1920x1062 or something weird like that (for 1080p). In the render function, it then checks to see if the frame resolution is equal to any supported resolution and if it isn't, bumps you down to 640x480, apparently an unsupported 3D Vision mode... though now I think about it, I'm not sure why it wasn't messing with regular fullscreen mode. This would have been so much easier with a working mouse... I'm not even joking, my replacement mouse just arrived at the door... git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7388 8ced0084-cf51-0410-be5f-012b33b47a6e --- Source/Core/DolphinWX/Src/Frame.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Core/DolphinWX/Src/Frame.cpp b/Source/Core/DolphinWX/Src/Frame.cpp index 9b1472e095..23df496c6c 100644 --- a/Source/Core/DolphinWX/Src/Frame.cpp +++ b/Source/Core/DolphinWX/Src/Frame.cpp @@ -991,9 +991,9 @@ void CFrame::OnMouse(wxMouseEvent& event) void CFrame::DoFullscreen(bool bF) { + m_RenderFrame->ShowFullScreen(bF, wxFULLSCREEN_ALL); ToggleDisplayMode(bF); - m_RenderFrame->ShowFullScreen(bF, wxFULLSCREEN_ALL); if (SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain) { if (bF)