diff --git a/Outputs/OpenGL/ScanTarget.cpp b/Outputs/OpenGL/ScanTarget.cpp index ec887dae6..2c8ed5b8f 100644 --- a/Outputs/OpenGL/ScanTarget.cpp +++ b/Outputs/OpenGL/ScanTarget.cpp @@ -530,10 +530,9 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) { } // Ensure the accumulation buffer is properly sized. - // At present a hard maximum framebuffer size of 1440x1080 is applied; this is because the code is currently - // constrained to horizontal scans elsewhere, so higher resolutions increase costs for a negligible increase - // in fidelity. TODO: make this decision a function of computer speed. - const int framebuffer_height = std::min(output_height, 1080); + // TODO: based on a decision about host speed, potentially switch to the std::min fragment as shown below, + // which would limit total output buffer size to 1440x1080. + const int framebuffer_height = output_height;//std::min(output_height, 1080); const int proportional_width = (framebuffer_height * 4) / 3; const bool did_create_accumulation_texture = !accumulation_texture_ || ( /* !synchronous && */ (accumulation_texture_->get_width() != proportional_width || accumulation_texture_->get_height() != framebuffer_height)); if(did_create_accumulation_texture) {