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authorTim Angus <tim@ngus.net>2013-01-18 21:53:37 +0000
committerTim Angus <tim@ngus.net>2014-08-28 10:59:21 +0100
commit39888c9d127f2792453a42bd1c3bbc4fadfc78da (patch)
tree6d5f79276dc3fb60f67d34b8b80d30eeb6badcfd /src/sdl/sdl_glimp.c
parent7bca93fc97ddef180acaae1d782c9e16cf35a0c9 (diff)
Allow hardware gamma, in theory
Diffstat (limited to 'src/sdl/sdl_glimp.c')
-rw-r--r--src/sdl/sdl_glimp.c12
1 files changed, 3 insertions, 9 deletions
diff --git a/src/sdl/sdl_glimp.c b/src/sdl/sdl_glimp.c
index da29f704..fb40dbdc 100644
--- a/src/sdl/sdl_glimp.c
+++ b/src/sdl/sdl_glimp.c
@@ -762,18 +762,12 @@ void GLimp_Init( void )
ri.Error( ERR_FATAL, "GLimp_Init() - could not load OpenGL subsystem" );
success:
- // This values force the UI to disable driver selection
+ // These values force the UI to disable driver selection
glConfig.driverType = GLDRV_ICD;
glConfig.hardwareType = GLHW_GENERIC;
- // FIXME No SDL_SetGamma in SDL2?
- /*glConfig.deviceSupportsGamma = SDL_SetGamma( 1.0f, 1.0f, 1.0f ) >= 0;*/
-
- // Mysteriously, if you use an NVidia graphics card and multiple monitors,
- // SDL_SetGamma will incorrectly return false... the first time; ask
- // again and you get the correct answer. This is a suspected driver bug, see
- // http://bugzilla.icculus.org/show_bug.cgi?id=4316
- /*glConfig.deviceSupportsGamma = SDL_SetGamma( 1.0f, 1.0f, 1.0f ) >= 0;*/
+ // Only using SDL_SetWindowBrightness to determine if hardware gamma is supported
+ glConfig.deviceSupportsGamma = SDL_SetWindowBrightness( SDL_window, 1.0f ) >= 0;
if ( -1 == r_ignorehwgamma->integer)
glConfig.deviceSupportsGamma = 1;