Con_DPrintf("Using GLES2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : "");
vid.renderpath = RENDERPATH_GLES2;
vid.useinterleavedarrays = false;
+ vid.sRGBcapable2D = false;
+ vid.sRGBcapable3D = false;
// VorteX: set other info (maybe place them in VID_InitMode?)
extern cvar_t gl_info_vendor;
}
return screen;
}
+#elif defined(MACOSX)
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
+{
+ SDL_Surface *screen = NULL;
+ SDL_WM_SetCaption( gamename, NULL );
+ screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
+ // we don't use SDL_WM_SetIcon here because the icon in the .app should be used
+ return screen;
+}
#else
// Adding the OS independent XPM version --blub
#include "darkplaces.xpm"
#if SETVIDEOMODE
#ifndef WIN32
+#ifndef MACOSX
if (icon)
SDL_FreeSurface(icon);
icon = NULL;
#endif
+#endif
#endif
if (vid_softsurface)
appstate = SDL_GetAppState();
vid_hidden = !(appstate & SDL_APPACTIVE);
- vid_hasfocus = (appstate & SDL_APPMOUSEFOCUS) && (appstate & SDL_APPINPUTFOCUS);
+ vid_hasfocus = (appstate & SDL_APPINPUTFOCUS) != 0;
#endif
vid_activewindow = !vid_hidden && vid_hasfocus;