- double aspect_ratio = config->aspect_ratio;
-
- // try to guess aspect ratio of monitor if needed
- if (aspect_ratio <= 0) {
- if(config->use_fullscreen && desktop_width > 0) {
- aspect_ratio = static_cast<double>(desktop_width) / static_cast<double>(desktop_height);
- } else {
- aspect_ratio = 4.0 / 3.0;
- }
- }
-
- // use aspect ratio to calculate logical resolution
- if (aspect_ratio > 1) {
- SCREEN_WIDTH = static_cast<int> (600 * aspect_ratio);
- SCREEN_HEIGHT = 600;
- } else {
- SCREEN_WIDTH = 600;
- SCREEN_HEIGHT = static_cast<int> (600 * 1/aspect_ratio);
- }
-
- log_info << (config->use_fullscreen?"fullscreen ":"window ") << SCREEN_WIDTH << "x" << SCREEN_HEIGHT << "\n";
-
- // setup opengl state and transform
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glViewport(0, 0, screen->w, screen->h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- // logical resolution here not real monitor resolution
- glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0, 0, 0);
-
- check_gl_error("Setting up view matrices");
-
- if(texture_manager != NULL)
- texture_manager->reload_textures();
- else
- texture_manager = new TextureManager();
+ log_info << (config->use_fullscreen?"fullscreen ":"window ")
+ << " Window: " << config->window_width << "x" << config->window_height
+ << " Fullscreen: " << config->fullscreen_width << "x" << config->fullscreen_height
+ << " Area: " << config->aspect_width << "x" << config->aspect_height << std::endl;