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authorColin Snover2017-10-01 00:56:01 -0500
committerColin Snover2017-10-07 12:30:29 -0500
commit432fd522d243f0779d2ebf99e8983dbb95cdd175 (patch)
tree85532da09a21511230923eb8a4acc7ac15bda966 /engines/cge
parentebe6c40a6abb2789349c2b6471eef24ac270ab94 (diff)
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ENGINES: Remove default1x scaler flag
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
Diffstat (limited to 'engines/cge')
-rw-r--r--engines/cge/cge.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/cge/cge.cpp b/engines/cge/cge.cpp
index 7058314b9d..32126835f8 100644
--- a/engines/cge/cge.cpp
+++ b/engines/cge/cge.cpp
@@ -219,7 +219,7 @@ Common::Error CGEEngine::run() {
}
// Initialize graphics using following:
- initGraphics(kScrWidth, kScrHeight, false);
+ initGraphics(kScrWidth, kScrHeight);
// Setup necessary game objects
init();