title: OpenGL and SDL, resizing window while keeping internal resolution unaltered?
body: <p>I am doing a game in OpenGL and using SDL for managing the window, setting the icons, and all that stuff.
  Now that I have set rendering the scene to a framebuffer, I wondered if I could resize the SDL window while keeping my starting GL settings (I am trying to emulate a exact resolution so window resizing is a rescale of the framebuffer to the window size)</p>
  
  <p>I tried giving the SDL window double the resolution of the resolution I pass to glortho, but it gives unexpected results©. Is this possible at all, or do I need to adapt my working resolution to the screen resolution all the time?
  I use this code to initialize video</p>
  
  <pre><code>SDL_SetVideoMode(XRES, YRES, bpp, SDL_OPENGL | SDL_HWPALETTE);
  gl_init(XRES,YRES);
  </code></pre>
  
  <p>And into gl_init I set glortho to glOrtho(0, width, 0, height, -1, 1), and then the framebuffer "blank" texture to width and height in size, as well.</p>
  
  <p>When the function is called as above, all is well. But if I try something like</p>
  
  <pre><code>SDL_SetVideoMode(XRES*2, YRES*2, bpp, SDL_OPENGL | SDL_HWPALETTE);
  gl_init(XRES,YRES);
  </code></pre>
  
  <p>Instead of getting my expected results (scaled output) I find out that the output is somewhere at the far left on X axis and somewhere in the middle of the Y axis, like if GL size was even bigger than the screen and the rest was cropped out. Is there anything I am missing?</p>