- Make sure to invalidate texture memory when going fullscreen otherwise it might not be syned correctly.
- SDL_SetWindowFullscreen isn't needed as we call ResizeGLScreen which sets the fullscreen mode afterwards.
- We must explicitly call SDL_SetWindowFullscreen after setting the display mode otherwise the refresh rate doesn't change.
- be a bit more flexible with the display frequencies we'll match
- The model 3 (actually model 1,2 and 3) all used some crazy refresh rate of 57.524hz. If your screen refresh rate is 60hz, supermodel will work fine, but really run too fast. Anyway if you create a custom refresh rate, supermodel will automatically pick this, and set it when the emulator is in fullscreen mode. Apparently this works with most monitors, even cheapo low end ones.
- To active set your command line to: -res=1920,1080 -vsync -fullscreen -true-hz Replace the resolution with whatever your monitor's native resolution is.
- Merge branch 'master' of
https://github.com/trzy/Supermodel
- Better opengl resource allocation.
- Fixes going fullscreen and back.
- Add FileSystemPath.cpp to Visual Studio project
- Fixed build on macOS
- Switched to Util::Format() to generate screenshot filename
- First review code changes (identation and cosmetic changes)
- Changed pathType from string var to enum
- Keep Supermodel files (config, nvram, saves, etc.) in a predictable path when running on Linux
- add undefd codepath for correct use of the 18bit DAC path (which seems to be triggered for all games)
- the volume correction to bring the data back into a valid range is not really needed in practice though, only Daytona2 seems to need it, and also only extremely rarely, so lets just live with a tiny bit of clamping for that game then while add it, make some formatting similar to MAME, and add one comment regarding a most likely wrong recent MAME change