diff options
Diffstat (limited to 'backends/graphics/opengl/opengl-graphics.cpp')
-rw-r--r-- | backends/graphics/opengl/opengl-graphics.cpp | 12 |
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); } } |