fixed Renderer init (separated device creation from shader load)

This commit is contained in:
Bob
2010-08-21 18:59:05 +12:00
parent 7e67a5bb2d
commit 18914447aa
2 changed files with 45 additions and 36 deletions

View File

@@ -361,21 +361,6 @@ namespace OpenRA
public static Modifiers GetModifierKeys() { return modifiers; }
public static void HandleModifierKeys(Modifiers mods) { modifiers = mods; }
static Size GetResolution(Settings settings, WindowMode windowmode)
{
var desktopResolution = Screen.PrimaryScreen.Bounds.Size;
var customSize = (windowmode == WindowMode.Windowed) ? Settings.WindowedSize : Settings.FullscreenSize;
if (customSize.X > 0 && customSize.Y > 0)
{
desktopResolution.Width = customSize.X;
desktopResolution.Height = customSize.Y;
}
return new Size(
desktopResolution.Width,
desktopResolution.Height);
}
internal static void Initialize(Settings settings)
{
AppDomain.CurrentDomain.AssemblyResolve += FileSystem.ResolveAssembly;
@@ -396,10 +381,7 @@ namespace OpenRA
Renderer.SheetSize = Settings.SheetSize;
var resolution = GetResolution(settings, Game.Settings.WindowMode);
Renderer = new Renderer(resolution, Game.Settings.WindowMode);
resolution = Renderer.Resolution;
clientSize = new int2(resolution);
Renderer.Initialize( settings, Game.Settings.WindowMode );
Sound.Initialize();
PerfHistory.items["render"].hasNormalTick = false;
@@ -410,6 +392,9 @@ namespace OpenRA
ChangeMods();
Renderer = new Renderer();
clientSize = new int2(Renderer.Resolution);
if (Settings.Replay != null)
orderManager = new OrderManager(new ReplayConnection(Settings.Replay));
else