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Merge #4916
4916: Try default opengl settings first, when vulkan fails r=def- a=Jupeyy <!-- What is the motivation for the changes of this pull request --> ## Checklist - [ ] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test if it works standalone, system.c especially - [ ] Considered possible null pointers and out of bounds array indexing - [ ] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: Jupeyy <jupjopjap@gmail.com>
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8cd78a8325
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@ -885,6 +885,15 @@ int CGraphicsBackend_SDL_GL::Init(const char *pName, int *pScreen, int *pWidth,
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{
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if(m_BackendType == BACKEND_TYPE_VULKAN)
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{
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// try default opengl settings
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str_copy(g_Config.m_GfxBackend, "OpenGL", std::size(g_Config.m_GfxBackend));
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g_Config.m_GfxGLMajor = 3;
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g_Config.m_GfxGLMinor = 0;
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g_Config.m_GfxGLPatch = 0;
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// do another analysis round too, just in case
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g_Config.m_Gfx3DTextureAnalysisDone = 0;
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g_Config.m_GfxDriverIsBlocked = 0;
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SDL_setenv("DDNET_DRIVER", "OpenGL", 1);
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m_BackendType = DetectBackend();
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}
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