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Diffstat (limited to 'backends/graphics/opengl/opengl-graphics.cpp')
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index 36fc7b88aa..8832597f33 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -220,8 +220,8 @@ OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
// a context existing before, which means we don't know the maximum
// supported texture size before this. Thus, we check whether the
// requested game resolution is supported over here.
- || ( _currentState.gameWidth > (uint)g_context._maxTextureSize
- || _currentState.gameHeight > (uint)g_context._maxTextureSize)) {
+ || ( _currentState.gameWidth > (uint)g_context.maxTextureSize
+ || _currentState.gameHeight > (uint)g_context.maxTextureSize)) {
if (_transactionMode == kTransactionActive) {
// Try to setup the old state in case its valid and is
// actually different from the new one.
@@ -792,15 +792,15 @@ void OpenGLGraphicsManager::setActualScreenSize(uint width, uint height) {
// possible and then scale it to the physical display size. This sounds
// bad but actually all recent chips should support full HD resolution
// anyway. Thus, it should not be a real issue for modern hardware.
- if ( overlayWidth > (uint)g_context._maxTextureSize
- || overlayHeight > (uint)g_context._maxTextureSize) {
+ if ( overlayWidth > (uint)g_context.maxTextureSize
+ || overlayHeight > (uint)g_context.maxTextureSize) {
const frac_t outputAspect = intToFrac(_outputScreenWidth) / _outputScreenHeight;
if (outputAspect > (frac_t)FRAC_ONE) {
- overlayWidth = g_context._maxTextureSize;
+ overlayWidth = g_context.maxTextureSize;
overlayHeight = intToFrac(overlayWidth) / outputAspect;
} else {
- overlayHeight = g_context._maxTextureSize;
+ overlayHeight = g_context.maxTextureSize;
overlayWidth = fracToInt(overlayHeight * outputAspect);
}
}