diff --git a/src/DivaGL/camera.cpp b/src/DivaGL/camera.cpp index 81257e0..d41aa06 100644 --- a/src/DivaGL/camera.cpp +++ b/src/DivaGL/camera.cpp @@ -14,8 +14,8 @@ static void (FASTCALL* camera_struct__update_view)(camera_struct* cam) = (void (FASTCALL*)(camera_struct * cam))0x00000001401F7690; HOOK(void, FASTCALL, camera_data_update_projection, 0x00000001401F8E90) { - resolution_struct* res_wind_int = res_window_internal_get(); resolution_struct* res_wind = res_window_get(); + resolution_struct* res_wind_int = res_window_internal_get(); float_t sprite_half_width = (float_t)res_wind->width * 0.5f; float_t sprite_half_height = (float_t)res_wind->height * 0.5f; diff --git a/src/DivaGL/render_context.cpp b/src/DivaGL/render_context.cpp index 963674b..97cfee9 100644 --- a/src/DivaGL/render_context.cpp +++ b/src/DivaGL/render_context.cpp @@ -471,23 +471,23 @@ void render_context::ctrl(bool change_res) { /*if (render_res_change) litproj_texture->Init(render_width, render_height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F);*/ - /*sprite_manager_set_res((double_t)sprite_width / (double_t)sprite_height, - sprite_width, sprite_height);*/ + /*sprite_manager_set_res((double_t)sprite_width / (double_t)sprite_height, + sprite_width, sprite_height);*/ - /*if (render_res_change) { - auto init_copy_buffer = [&](RenderTexture& src, RenderTexture& dst) { - dst.Init(src.GetWidth(), - src.GetHeight(), 0, src.color_texture->internal_format, - src.depth_texture ? src.depth_texture->internal_format : GL_ZERO); - }; + /*if (render_res_change) { + auto init_copy_buffer = [&](RenderTexture& src, RenderTexture& dst) { + dst.Init(src.GetWidth(), + src.GetHeight(), 0, src.color_texture->internal_format, + src.depth_texture ? src.depth_texture->internal_format : GL_ZERO); + }; - RenderTexture& render_buffer = render->rend_texture[0]; - RenderTexture& reflect_buffer = render_manager->get_render_texture(1); - RenderTexture& shadow_buffer = shadow_ptr_get()->render_textures[1]; - init_copy_buffer(reflect_buffer, this->reflect_buffer); - init_copy_buffer(render_buffer, this->render_buffer); - init_copy_buffer(shadow_buffer, this->shadow_buffer); - }*/ + RenderTexture& render_buffer = render->rend_texture[0]; + RenderTexture& reflect_buffer = render_manager->get_render_texture(1); + RenderTexture& shadow_buffer = shadow_ptr_get()->render_textures[1]; + init_copy_buffer(reflect_buffer, this->reflect_buffer); + init_copy_buffer(render_buffer, this->render_buffer); + init_copy_buffer(shadow_buffer, this->shadow_buffer); + }*/ if (sprite_res_change) screen_buffer.Init(sprite_width, sprite_height, 0, GL_RGBA8, 0); diff --git a/src/DivaGL/resolution_mode.cpp b/src/DivaGL/resolution_mode.cpp index 224a7c1..a01663e 100644 --- a/src/DivaGL/resolution_mode.cpp +++ b/src/DivaGL/resolution_mode.cpp @@ -108,27 +108,6 @@ resolution_struct* res_window_internal_get() { return res_window_internal; } -void res_window_set(resolution_mode mode) { - *res_window = resolution_struct(mode); - - int32_t width = resolution_table[mode].width; - int32_t height = resolution_table[mode].height; - - res_window_internal->resolution_mode = RESOLUTION_MODE_MAX; - res_window_internal->x_offset = resolution_table[mode].x_offset; - res_window_internal->y_offset = resolution_table[mode].y_offset; - res_window_internal->width = width; - res_window_internal->height = height; - res_window_internal->aspect = (double_t)width / (double_t)height; - res_window_internal->field_20 = 4; - - for (int32_t i = 0; i < RESOLUTION_MODE_MAX; i++) - if (resolution_table[i].width_full == width && resolution_table[i].height_full == height) { - res_window_internal->resolution_mode = (resolution_mode)i; - res_window_internal->field_20 = resolution_table[i].field_8; - } -} - vec2 resolution_mode_get_scale(const resolution_mode dst_mode, const resolution_mode src_mode) { if (dst_mode == RESOLUTION_MODE_MAX || src_mode == RESOLUTION_MODE_MAX || dst_mode < RESOLUTION_MODE_QVGA || src_mode < RESOLUTION_MODE_QVGA