ignore SVG dimensions, like we always did (nw)

This commit is contained in:
Vas Crabb 2018-07-28 15:03:09 +10:00
parent a1c39dbf90
commit 9164b0c5bd

View File

@ -722,10 +722,15 @@ void screen_device::device_start()
m_svg = std::make_unique<svg_renderer>(reg);
machine().output().set_notifier(nullptr, svg_renderer::output_notifier, m_svg.get());
// The OSD picks up the size before start is called, so this only affect the info display if it's called up in-game
m_width = m_svg->width();
m_height = m_svg->height();
m_visarea.set(0, m_width-1, 0, m_height-1);
// don't do this - SVG units are arbitrary and interpreting them as pixels causes bad things to happen
// just render at the size/aspect ratio supplied by the driver
if (false)
{
// The OSD picks up the size before start is called, so this only affect the info display if it's called up in-game
m_width = m_svg->width();
m_height = m_svg->height();
m_visarea.set(0, m_width - 1, 0, m_height - 1);
}
}
// if we have a palette and it's not started, wait for it