bind key toggle cl_dynamic_camera 1 0
is enoughgfx_threaded
?cl_refresh_rate
have?./teeworlds
./teeworlds
after unzippingcd downloads/tw_folder/./teeworlds
git fetch <myrepo>
then git checkout <thiscommit>
git remote add learath2 https://github.com/Learath2/teeworlds.git
git fetch learath2
git remote add <name> <url>
is the syntaxbackend_sdl.cpp:L749
print *pScreenWidth and *pScreenHeight right after that#if defined(CONF_PLATFORM_MACOSX) // Todo SDL: remove this when fixed (game freezes when losing focus in fullscreen)
{
SdlFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP; // always use "fake" fullscreen
*pWindowWidth = *pDesktopWidth;
*pWindowHeight = *pDesktopHeight;
}
SDL_GL_GetDrawableSize
is wrong at startup or what's the problem? SDL_GL_GetDrawableSize(m_pWindow, pScreenWidth, pScreenHeight); // drawable size may differ in high dpi mode
// create gl context
m_GLContext = SDL_GL_CreateContext(m_pWindow);
SDL_GetWindowSize(m_pWindow, pWindowWidth, pWindowHeight);
m_GLContext = SDL_GL_CreateContext(m_pWindow);
SDL_GL_GetDrawableSize(m_pWindow, pScreenWidth, pScreenHeight);
so like this?
printf("%d %d **\n", *pScreenWidth, *pScreenHeight);
SDL_GL_GetDrawableSize(m_pWindow, pScreenWidth, pScreenHeight); // drawable size may differ in high dpi mode
printf("%d %d **\n", *pScreenWidth, *pScreenHeight);
-1 -1
1152 720 SDL_GetNumDisplayModes
and SDL_GetDisplayMode
are in the rendering thread? Other functions like SDL_GetDisplayBounds
are directly called from the main thread