@ -117,19 +117,23 @@ static void gfx_sdl_init(void) {
window_flags | = SDL_WINDOW_FULLSCREEN_DESKTOP ;
}
# ifndef USE_GLES
wnd = SDL_CreateWindow ( " Super Mario 64 PC port (OpenGL) " , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED ,
DESIRED_SCREEN_WIDTH , DESIRED_SCREEN_HEIGHT , window_flags ) ;
# else
/* GLES platforms generally run without a window server like Xorg. Just use the system video mode,
instead of trying to set a new video mode , which does not make any sense in modern displays . */
SDL_DisplayMode sdl_displaymode ;
SDL_GetCurrentDisplayMode ( 0 , & sdl_displaymode ) ;
wnd = SDL_CreateWindow ( " Super Mario 64 PC port (OpenGL_ES2) " , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED ,
sdl_displaymode . w , sdl_displaymode . h , window_flags ) ;
const char * window_title =
# ifndef USE_GLES
" Super Mario 64 PC port (OpenGL) " ;
# else
" Super Mario 64 PC port (OpenGL_ES2) " ;
# endif
if ( configFullscreen ) {
wnd = SDL_CreateWindow ( window_title , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED ,
sdl_displaymode . w , sdl_displaymode . h , window_flags ) ;
} else {
wnd = SDL_CreateWindow ( window_title , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED ,
DESIRED_SCREEN_WIDTH , DESIRED_SCREEN_HEIGHT , window_flags ) ;
}
SDL_GL_CreateContext ( wnd ) ;
SDL_GL_SetSwapInterval ( 1 ) ; // We have a double buffered GL context, it makes no sense to want tearing.