Closed cagelight closed 11 months ago
What problems was this causing before? Was this keeping the renderer from starting up under some circumstances? If so, what system & environment caused this to happen? Maybe it should automatically set r_fullscreen 0 here?
Seeing this now I'm wondering if there's even a good reason fort to error out when GLimp_DetectAvailableModes() fails, since it only seems to set the r_availableModes cvar, which isn't being used for anything at the moment. It'd only make sense if the r_mode resolutions were actually the detected ones from SDL, but they aren't aside from -2 I think.
I was trying to start the game in windowed mode, in a resolution that wasn't supported by exclusive fullscreen display, and as a result it fell back to the default resolution. This PR fixed that problem for me.
What OS?
I've never had issues setting weird/arbitrary resolutions like 1820x1072 or anything on Windows or Linux.
I'm on Linux, interesting that you don't experience the problem.
Yeah, probably something DE specific. Regardless, if this fixes the issue for you then I'll go ahead and merge it.
Fullscreen logic is incorrectly being applied to windowed instances, artificially and pointlessly limiting supported resolutions.