Merge pull request #117 from dukope/master
Fix software rendering (disable vsync, fix null pointer de-ref)
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@@ -1403,11 +1403,12 @@ void CreateMainFrame(FrameCreationCallback inOnFrame, int inWidth, int inHeight,
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int renderFlags = 0;
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if (opengl) renderFlags |= SDL_RENDERER_ACCELERATED;
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if (vsync) renderFlags |= SDL_RENDERER_PRESENTVSYNC;
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if (opengl && vsync) renderFlags |= SDL_RENDERER_PRESENTVSYNC;
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renderer = SDL_CreateRenderer (window, -1, renderFlags);
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if (opengl) sgIsOGL2 = (inFlags & (wfAllowShaders | wfRequireShaders));
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else sgIsOGL2 = false;
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if (!renderer && (inFlags & wfHW_AA_HIRES || inFlags & wfHW_AA)) {
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// if no window was created and AA was enabled, disable AA and try again
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@@ -1422,7 +1423,7 @@ void CreateMainFrame(FrameCreationCallback inOnFrame, int inWidth, int inHeight,
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// if opengl is enabled and no window was created, disable it and try again
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fprintf(stderr, "OpenGL is not available. Retrying without. (%s)\n", SDL_GetError());
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opengl = false;
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renderFlags &= ~SDL_RENDERER_ACCELERATED;
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requestWindowFlags &= ~SDL_WINDOW_OPENGL;
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}
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else
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{
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@@ -1952,10 +1952,11 @@ void Stage::RenderStage()
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for(int eye = start; eye <= end; eye++) {
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render.Target().mHardware->SetS3DEye(eye);
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if (render.Target().IsHardware())
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{
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render.Target().mHardware->SetS3DEye(eye);
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render.Target().mHardware->SetQuality(quality);
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}
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RenderState state(0, GetAA() );
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