Change the default GFX backend from D3D11 to OGL.

Rationale and discussion:
    https://ml.dolphin-emu.org/archives/dolphin-dev/2014-January/000003.html
This commit is contained in:
Pierre Bourdon 2014-01-14 21:57:32 +01:00
parent 8b53385c54
commit a561c436fc
2 changed files with 6 additions and 6 deletions

View File

@ -67,7 +67,7 @@ void VideoConfigDiag::Event_Close(wxCloseEvent& ev)
}
#if defined(_WIN32)
wxString backend_desc = wxTRANSLATE("Selects what graphics API to use internally.\nThe software renderer is only used for debugging, so you'll want to use either Direct3D or OpenGL. Different games will behave differently on each backend, so for best emulation experience it's recommended to try both and chose the one that fits your requirements best.\nNote that the Direct3D backend is not available on old Windows versions.\n\nIf unsure, use Direct3D.");
wxString backend_desc = wxTRANSLATE("Selects what graphics API to use internally.\nThe software renderer is only used for debugging, so you'll want to use either Direct3D or OpenGL. Different games will behave differently on each backend, so for best emulation experience it's recommended to try both and chose the one that fits your requirements best.\nNote that the Direct3D backend is not available on old Windows versions.\n\nIf unsure, use OpenGL.");
#else
wxString backend_desc = wxTRANSLATE("Selects what graphics API to use internally.\nThe software renderer is only used for debugging, so unless you have a reason to use it you'll want to select OpenGL here.\n\nIf unsure, use OpenGL.");
#endif

View File

@ -40,13 +40,13 @@ void VideoBackend::PopulateList()
{
VideoBackend* backends[4] = { NULL };
// D3D11 > OGL > SW
// OGL > D3D11 > SW
#if !defined(USE_GLES) || USE_GLES3
g_available_video_backends.push_back(backends[0] = new OGL::VideoBackend);
#endif
#ifdef _WIN32
if (IsGteVista())
g_available_video_backends.push_back(backends[0] = new DX11::VideoBackend);
#endif
#if !defined(USE_GLES) || USE_GLES3
g_available_video_backends.push_back(backends[1] = new OGL::VideoBackend);
g_available_video_backends.push_back(backends[1] = new DX11::VideoBackend);
#endif
g_available_video_backends.push_back(backends[3] = new SW::VideoSoftware);