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5c1e1d7708
In short, it uses a idGLDrawableMaterial widget that calls renderSystem->BeginFrame(w, h); (with w and h being small for the texture preview window) and BeginFrame() sets glConfig.vidWidth and vidHeight to w/h and that never got reset to the original value (window width/height). This breaks everything because for some reason renderSystem->GetSCreenWidth()/Height() return glConfig.vidWidth/Height so it will just continue to render everything at that resolution (in a small rectangle on the lower left corner of the window). This bug has already existed in Doom3 1.3.1 (but was less noticable because apparently when switching away from Doom3 and back to the window it reset vidWidth/Height to the window resolution) I only implemented a workaround (restore glConfig.vid* after rendering the texture preview), it's possible that the same issue exists in other (probably editor-) code - but a "proper fix" might also break code (and I'm not super-familiar with the editor code or even just using them) |
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.. | ||
cm | ||
d3xp | ||
framework | ||
game | ||
idlib | ||
MayaImport | ||
renderer | ||
sound | ||
sys | ||
tools | ||
TypeInfo | ||
ui | ||
CMakeLists.txt | ||
config.h.in | ||
mmakefile.src |