diff --git a/game/graphics/pipelines/opengl.cpp b/game/graphics/pipelines/opengl.cpp index 1cf67dadfe..83fd439afa 100644 --- a/game/graphics/pipelines/opengl.cpp +++ b/game/graphics/pipelines/opengl.cpp @@ -220,11 +220,10 @@ static std::shared_ptr gl_make_display(int width, // TODO - SDL2 doesn't seem to support HDR (and neither does windows) // Related - // https://answers.microsoft.com/en-us/windows/forum/all/hdr-monitor-low-brightness-after-exiting-full/999f7ee9-7ba3-4f9c-b812-bbeb9ff8dcc1 - SDL_Window* window = - SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, - SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); - // TODO - rendering code on hiDPI/Retina displays is not adequate, solve it properly so that `SDL_WINDOW_ALLOW_HIGHDPI` can be added back - // to the window flags. + SDL_Window* window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, + width, height, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); + // TODO - rendering code on hiDPI/Retina displays is not adequate, solve it properly so that + // `SDL_WINDOW_ALLOW_HIGHDPI` can be added back to the window flags. prof().end_event(); if (!window) { sdl_util::log_error("gl_make_display failed - Could not create display window");