if (vjs.useOpenGL)
{
- mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+
+// mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;
+ mainSurfaceFlags = SDL_OPENGL;
+
}
else
{
// Create the primary SDL display (16 BPP, 5/5/5 RGB format)
surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
(vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+// 16, 63488, 2016, 31, 0);
16, 0x7C00, 0x03E0, 0x001F, 0);
if (surface == NULL)
if (vjs.useOpenGL)
//Should make another setting here, for either linear or nearest (instead of just picking one)
//And we have! ;-)
- sdlemu_init_opengl(surface, 1/*method*/, 2/*size*/, vjs.glFilter/*texture type (linear, nearest)*/);
+ sdlemu_init_opengl(surface, 1/*method*/, 2/*size*/, vjs.glFilter/*texture type (linear, nearest)*/, NULL);
// Initialize Joystick support under SDL
if (vjs.useJoystick)
char window_title[256];
SDL_FreeSurface(surface);
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16,
- 0x7C00, 0x03E0, 0x001F, 0);
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height,
+// 16, 63488, 2016, 31, 0);
+ 16, 0x7C00, 0x03E0, 0x001F, 0);
if (surface == NULL)
{
//Err, we should only do this *if* we changed from PAL to NTSC or vice versa... !!! FIX !!!
mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, height * 2, 16, mainSurfaceFlags);
// This seems to work well for resizing (i.e., changes in the pixel width)...
- sdlemu_resize_texture(surface, mainSurface, vjs.glFilter);
+ sdlemu_resize_texture(surface, mainSurface, vjs.glFilter, NULL);
}
else
{
void ToggleFullscreen(void)
{
//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
- if (vjs.useOpenGL)
- return; // Until we can fix it...
+// if (vjs.useOpenGL)
+// return; // Until we can fix it...
vjs.fullscreen = !vjs.fullscreen;
mainSurfaceFlags &= ~SDL_FULLSCREEN;