Reverted a change, and put the IFDEF a little higher for testing purposes.
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@@ -59,9 +59,6 @@ RString RageDisplay::SetVideoMode( VideoModeParams p, bool &bNeedReloadTextures
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LOG->Trace( "TryVideoMode failed: %s", err.c_str() );
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LOG->Trace( "TryVideoMode failed: %s", err.c_str() );
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// fall back
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// fall back
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#if !defined(_XBOX)
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p.windowed = true;
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#endif
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if( this->TryVideoMode(p,bNeedReloadTextures) == "" )
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if( this->TryVideoMode(p,bNeedReloadTextures) == "" )
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return RString();
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return RString();
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p.bpp = 16;
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p.bpp = 16;
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@@ -552,15 +552,15 @@ static void SetPresentParametersFromVideoModeParams( const VideoModeParams &p, D
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RString RageDisplay_D3D::TryVideoMode( const VideoModeParams &_p, bool &bNewDeviceOut )
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RString RageDisplay_D3D::TryVideoMode( const VideoModeParams &_p, bool &bNewDeviceOut )
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{
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{
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VideoModeParams p = _p;
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VideoModeParams p = _p;
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#if defined(XBOX)
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//LOG->Warn( "RageDisplay_D3D::TryVideoMode( %d, %d, %d, %d, %d, %d )", p.windowed, p.width, p.height, p.bpp, p.rate, p.vsync );
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p.windowed = false;
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#endif
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LOG->Warn( "RageDisplay_D3D::TryVideoMode( %d, %d, %d, %d, %d, %d )", p.windowed, p.width, p.height, p.bpp, p.rate, p.vsync );
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if( FindBackBufferType( p.windowed, p.bpp ) == D3DFMT_UNKNOWN ) // no possible back buffer formats
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if( FindBackBufferType( p.windowed, p.bpp ) == D3DFMT_UNKNOWN ) // no possible back buffer formats
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return ssprintf( "FindBackBufferType(%i,%i) failed", p.windowed, p.bpp ); // failed to set mode
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return ssprintf( "FindBackBufferType(%i,%i) failed", p.windowed, p.bpp ); // failed to set mode
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#if defined(XBOX)
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p.windowed = false;
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#endif
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/* Set up and display the window before setting up D3D. If we don't do this,
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/* Set up and display the window before setting up D3D. If we don't do this,
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* then setting up a fullscreen window (when we're not coming from windowed)
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* then setting up a fullscreen window (when we're not coming from windowed)
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