make hard-coded strings localizable
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@@ -44,6 +44,7 @@
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#include "Foreach.h"
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#include "ProductInfo.h"
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#include "DisplayResolutions.h"
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#include "LocalizedString.h"
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#include "arch/LowLevelWindow/LowLevelWindow.h"
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@@ -387,6 +388,8 @@ void InitScalingScript()
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GLExt.glVertexAttrib2fARB( ATTRIB_TEXTURE_MATRIX_SCALE, 1, 1 );
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}
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static LocalizedString OBTAIN_AN_UPDATED_VIDEO_DRIVER ( "RageDisplay_OGL", "Obtain an updated driver from your video card manufacturer." );
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static LocalizedString GLDIRECT_IS_NOT_COMPATIBLE ( "RageDisplay_OGL", "GLDirect was detected. GLDirect is not compatible with this game and should be disabled." );
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RString RageDisplay_OGL::Init( const VideoModeParams &p, bool bAllowUnacceleratedRenderer )
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{
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g_pWind = MakeLowLevelWindow();
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@@ -408,7 +411,7 @@ RString RageDisplay_OGL::Init( const VideoModeParams &p, bool bAllowUnaccelerate
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if( g_pWind->IsSoftwareRenderer(sError) )
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{
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if( !bAllowUnacceleratedRenderer )
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return sError + " Please obtain an updated driver from your video card manufacturer.\n\n";
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return sError + " " + OBTAIN_AN_UPDATED_VIDEO_DRIVER.GetValue() + "\n\n";
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LOG->Warn( "Low-performance OpenGL renderer: " + sError );
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}
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@@ -418,7 +421,7 @@ RString RageDisplay_OGL::Init( const VideoModeParams &p, bool bAllowUnaccelerate
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* too using Direct3D directly. (If we can't, it's a bug that we can work
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* around--if GLDirect can do it, so can we!) */
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if( !strncmp( (const char *) glGetString(GL_RENDERER), "GLDirect", 8 ) )
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return "GLDirect was detected. GLDirect is not compatible with " PRODUCT_NAME ", and should be disabled.\n";
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return GLDIRECT_IS_NOT_COMPATIBLE.GetValue() + "\n";
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#endif
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/* Log this, so if people complain that the radar looks bad on their
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