From df189c3ea3aa7d17a5a69ecd8497a64c6aefec43 Mon Sep 17 00:00:00 2001 From: Anthony Serna Date: Mon, 14 Sep 2015 18:49:48 -0700 Subject: Improved D3D and OGL AA option UI Removed Quality Levels from D3D AA options Dropdown text now shows whether you're applying MSAA or SSAA Added a description for SSAA Moved SSAA checkbox Cleaned up AA in backends slightly. Supported modes is now a list of ints. --- Source/Core/VideoBackends/OGL/main.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/main.cpp') diff --git a/Source/Core/VideoBackends/OGL/main.cpp b/Source/Core/VideoBackends/OGL/main.cpp index 1b4ae331b6..a706e27533 100644 --- a/Source/Core/VideoBackends/OGL/main.cpp +++ b/Source/Core/VideoBackends/OGL/main.cpp @@ -121,9 +121,9 @@ static void InitBackendInfo() g_Config.backend_info.Adapters.clear(); - // aamodes - const char* caamodes[] = {_trans("None"), "2x MSAA", "4x MSAA", "8x MSAA"}; - g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes)); + // aamodes - 1 is to stay consistent with D3D (means no AA) + const int aamodes[] = { 1, 2, 4, 8 }; + g_Config.backend_info.AAModes.assign(aamodes, aamodes + sizeof(aamodes)/sizeof(*aamodes)); // pp shaders g_Config.backend_info.PPShaders = GetShaders(""); -- cgit v1.2.3