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In idWindow::Redraw(), I had to make sure the menu scale fix (which, if enabled for a window, renders that in 4:3 with empty or black bars on the side if needed for widescreen etc, instead of stretching it) is disabled if a window uses CST anchors, because the CST anchor code also adjusts for the display aspect ratio and if we do both, things get distorted in the other way. The biggest change is that idDeviceContext::DrawStretchPic(Rotated) now has code to adjust the coordinates for both CST and the menu scale fix, so idDeviceContext::AdjustCoords() is mostly obsolete - it's only still used by idRenderWindow. Unlike DstDoom3 now that extra adjustCoords argument to those Draw functions indicates that any coordinate adjustment should be done, so if it's set by a caller, it's set to true. I removed idDeviceContext::AdjustCursorCoords() because it was only used in one place anyway |
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.. | ||
cm | ||
d3xp | ||
framework | ||
game | ||
idlib | ||
libs/imgui | ||
MayaImport | ||
renderer | ||
sound | ||
sys | ||
tools | ||
TypeInfo | ||
ui | ||
CMakeLists.txt | ||
config.h.in | ||
mmakefile.src |