WORKAROUND: Input does not work when switching from D3D to OGL
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@326 a31d4220-a93d-0410-bf67-fe4944624d44
This commit is contained in:
parent
a56a812c02
commit
fd055c2756
|
@ -564,7 +564,11 @@ bool OpenGLDisplay::initializeTexture( int w, int h )
|
||||||
width = w;
|
width = w;
|
||||||
height = h;
|
height = h;
|
||||||
|
|
||||||
return ( glGetError() == GL_NO_ERROR) ? true : false;
|
//return ( glGetError() == GL_NO_ERROR) ? true : false;
|
||||||
|
// Workaround: We usually get GL_INVALID_VALUE, but somehow it works nevertheless
|
||||||
|
// In consequence, we must not treat it as an error or else the app behaves as if an error occured.
|
||||||
|
// This in the end results in theApp->input not being created = no input when switching from D3D to OGL
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
//turn vsync on or off
|
//turn vsync on or off
|
||||||
|
|
Loading…
Reference in New Issue