Ok, it looks like this will be relatively easy; there's already support for failing to configure displays when the framebuffer gets bigger than the maximum virtual size. Adding a check to fail when the framebuffer gets bigger than the max GL texture size *should* be straightforward.
Ok, it looks like this will be relatively easy; there's already support for failing to configure displays when the framebuffer gets bigger than the maximum virtual size. Adding a check to fail when the framebuffer gets bigger than the max GL texture size *should* be straightforward.