* Replace "powered by ioq3" text with ui_ioq3 CVAR_ROM
* Guess display aspect based on the desktop resolution * Sort detected resolutions by... + closeness to display aspect + ascending width + ascending height * Apply Q3 coding style to resolution detection code
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7 changed files with 209 additions and 135 deletions
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@ -23,10 +23,11 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "tr_local.h"
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glconfig_t glConfig;
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qboolean textureFilterAnisotropic = qfalse;
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int maxAnisotropy = 0;
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glconfig_t glConfig;
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qboolean textureFilterAnisotropic = qfalse;
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int maxAnisotropy = 0;
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float displayAspect = 0.0f;
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glstate_t glState;
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static void GfxInfo_f( void );
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@ -973,9 +973,10 @@ extern glstate_t glState; // outside of TR since it shouldn't be cleared during
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// These two variables should live inside glConfig but can't because of compatibility issues to the original ID vms.
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// If you release a stand-alone game and your mod uses tr_types.h from this build you can safely move them to
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// the glconfig_t struct.
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extern qboolean textureFilterAnisotropic;
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extern int maxAnisotropy;
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extern qboolean textureFilterAnisotropic;
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extern int maxAnisotropy;
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extern float displayAspect;
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//
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// cvars
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