blob: 98d3c747fec54f0f6ea87a8adb5b176a772ddb36 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
|
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Jelle Raaijmakers <jelle@gmta.nl>
Date: Wed, 12 Jan 2022 13:41:39 +0100
Subject: [PATCH] Prevent call to `glGetIntegerv` without context
This call to `SDL_GL_GetAttribute` happens when switching from the
launcher to the game, when no GL context may exist. This caused Grim
Fandango to crash almost immediately.
Since this is for MSAA which we do not yet support, patch it out.
---
backends/graphics3d/openglsdl/openglsdl-graphics3d.cpp | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/backends/graphics3d/openglsdl/openglsdl-graphics3d.cpp b/backends/graphics3d/openglsdl/openglsdl-graphics3d.cpp
index d5c034f..8a4e3ff 100644
--- a/backends/graphics3d/openglsdl/openglsdl-graphics3d.cpp
+++ b/backends/graphics3d/openglsdl/openglsdl-graphics3d.cpp
@@ -185,7 +185,7 @@ void OpenGLSdlGraphics3dManager::setupScreen() {
// (or not bridged in Emscripten?). This forces a windows reset.
currentSamples = -1;
#else
- SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, ¤tSamples);
+ currentSamples = -1;
#endif
// When rendering to a framebuffer, MSAA is enabled on that framebuffer, not on the screen
|