D3D: actually use the resolution setting for fullscreen mode

(really dumb mistake of mine, due to lack of sleep :p)
fixes issue 1426.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4289 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
LPFaint99 2009-09-17 05:07:16 +00:00
parent 7f2d4fc2c8
commit 43021a8a1e
1 changed files with 3 additions and 3 deletions

View File

@ -105,10 +105,10 @@ bool Renderer::Init()
sscanf(g_Config.cFSResolution, "%dx%d", &w_temp, &h_temp);
for (fullScreenRes = 0; fullScreenRes < D3D::GetNumAdapters(); fullScreenRes++)
for (fullScreenRes = 0; fullScreenRes < D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size(); fullScreenRes++)
{
if ((D3D::GetAdapter(fullScreenRes).resolutions[fullScreenRes].xres == w_temp) &&
(D3D::GetAdapter(fullScreenRes).resolutions[fullScreenRes].yres == h_temp))
if ((D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].xres == w_temp) &&
(D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].yres == h_temp))
break;
}
D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(), g_ActiveConfig.bFullscreen,