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:
parent
7f2d4fc2c8
commit
43021a8a1e
|
@ -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,
|
||||
|
|
Loading…
Reference in New Issue