From 31a29e666e24bc3ddf2a393c2f62e8317c2c6dbf Mon Sep 17 00:00:00 2001 From: Bastien Bouclet Date: Thu, 20 Dec 2018 06:20:51 +0100 Subject: [PATCH] SDL: Use the desktop resolution when drawing games to a framebuffer Fixes #1513. --- backends/graphics/openglsdl/openglsdl-graphics.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/backends/graphics/openglsdl/openglsdl-graphics.cpp b/backends/graphics/openglsdl/openglsdl-graphics.cpp index 111e5ab92f2..ff9658e4fef 100644 --- a/backends/graphics/openglsdl/openglsdl-graphics.cpp +++ b/backends/graphics/openglsdl/openglsdl-graphics.cpp @@ -159,7 +159,7 @@ void OpenGLSdlGraphicsManager::createOrUpdateScreen() { // Choose the effective window size or fullscreen mode uint effectiveWidth; uint effectiveHeight; - if (_fullscreen && !renderToFrameBuffer) { + if (_fullscreen && (engineSupportsArbitraryResolutions || renderToFrameBuffer)) { Common::Rect fullscreenResolution = getPreferredFullscreenResolution(); effectiveWidth = fullscreenResolution.width(); effectiveHeight = fullscreenResolution.height();