@@ -995,6 +995,11 @@ KMSDRM_DestroyWindow(_THIS, SDL_Window *window)
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SDL_free (windata );
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}
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+ /**********************************************************************/
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+ /* We simply IGNORE if it's a fullscreen window, window->flags don't */
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+ /* reflect it: if it's fullscreen, KMSDRM_SetWindwoFullscreen() which */
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+ /* will be called by SDL later, and we can manage it there. */
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+ /**********************************************************************/
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int
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KMSDRM_CreateWindow (_THIS , SDL_Window * window )
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{
@@ -1069,15 +1074,17 @@ KMSDRM_CreateWindow(_THIS, SDL_Window * window)
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KMSDRM_InitCursor ();
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}
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- /**********************************************************************/
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- /* We simply IGNORE if it's a fullscreen window, window->flags don't */
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- /* reflect it: if it's fullscreen, KMSDRM_SetWindwoFullscreen() which */
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- /* will be called by SDL later, and we can manage it there. */
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- /**********************************************************************/
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-
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- /* Try to find a matching video mode for the window, fallback to the
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- original mode if not available, and configure the mode we chose
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- into the CRTC. */
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+ /* Try to find a matching video mode for the window, fallback to the
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+ original mode if not available, and configure the mode we chose
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+ into the CRTC.
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+ You may be tempted to not do a videomode change, remaining always on
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+ the original resolution, and use the SendWindowEvent() parameters to
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+ make SDL2 pre-scale the image for us to an AR-corrected size inside
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+ the original mode, but DON'T: vectorized games (GL games) are rendered
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+ with the size specified in SendWindowEvent(),instead of being rendered
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+ at the original size and then scaled.
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+ It makes sense because GL is used to render the scene in GL games,
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+ so the scene is rendered at the window size. */
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mode = KMSDRM_GetConnectorMode (dispdata -> connector , window -> w , window -> h );
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if (mode ) {
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