rend.ResolutionPercentage acceptable values are now from 1 to 100; naming fix
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@ -1630,7 +1630,8 @@ void OSD_DRAW()
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#endif
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}
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void fullscreenQuadCreateTemporaryFBO(float & screenToNativeXScale, float & screenToNativeY) {
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void fullscreenQuadCreateTemporaryFBO(float & screenToNativeXScale, float & screenToNativeYScale)
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{
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// Generate and bind a render buffer which will become a depth buffer
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if (!fullscreenQuad.framebufferRenderbuffer) {
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glGenRenderbuffers(1, &fullscreenQuad.framebufferRenderbuffer);
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@ -1683,7 +1684,7 @@ void fullscreenQuadCreateTemporaryFBO(float & screenToNativeXScale, float & scre
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glBindFramebuffer(GL_FRAMEBUFFER, fullscreenQuad.framebuffer);
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}
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glViewport(0, 0, screen_width * screenToNativeXScale, screen_height * screenToNativeY);
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glViewport(0, 0, screen_width * screenToNativeXScale, screen_height * screenToNativeYScale);
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}
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bool ProcessFrame(TA_context* ctx)
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@ -1808,8 +1809,16 @@ bool RenderFrame()
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//these should be adjusted based on the current PVR scaling etc params
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float dc_width = 640;
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float dc_height = 480;
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float screenToNativeXScale = settings.rend.HorizontalResolution / 100.0f;
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float screenToNativeYScale = settings.rend.VerticalResolution / 100.0f;
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float screenToNativeXScale = 1.0f;
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float screenToNativeYScale = 1.0f;
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if (settings.rend.HorizontalResolution >= 1 && settings.rend.HorizontalResolution < 100) {
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screenToNativeXScale = settings.rend.HorizontalResolution / 100.0f;
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}
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if (settings.rend.VerticalResolution >= 1 && settings.rend.VerticalResolution < 100) {
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screenToNativeYScale = settings.rend.VerticalResolution / 100.0f;
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}
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if (!is_rtt)
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{
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