SDL: Use constants instead of literals for the screen dimensions
Jeffrey Pfau jeffrey@endrift.com
Sat, 22 Nov 2014 20:51:15 -0800
1 files changed,
1 insertions(+),
1 deletions(-)
jump to
M
src/platform/sdl/gl-sdl.c
→
src/platform/sdl/gl-sdl.c
@@ -81,7 +81,7 @@ glVertexPointer(2, GL_INT, 0, _glVertices);
glTexCoordPointer(2, GL_INT, 0, _glTexCoords); glMatrixMode (GL_PROJECTION); glLoadIdentity(); - glOrtho(0, 240, 160, 0, 0, 1); + glOrtho(0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, 0, 1); while (context->state < THREAD_EXITING) { if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) { glBindTexture(GL_TEXTURE_2D, renderer->tex);