Fix gl_screenangle with postproc.
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3 changed files with 9 additions and 4 deletions
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@ -623,13 +623,15 @@ GL_Set2D
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Setup as if the screen was 320*200
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================
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*/
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void GL_Set2D (qboolean flipped)
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void GL_Set2D (unsigned int flags)
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{
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extern cvar_t gl_screenangle;
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float rad, ang;
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float tmp[16], tmp2[16];
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float w = vid.width, h = vid.height;
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qboolean fbo = !!*r_refdef.rt_destcolour[0].texname;
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qboolean flipped = flags&1;
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qboolean norotate = flags&2;
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if (vid.framebuffer)
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{
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@ -657,7 +659,7 @@ void GL_Set2D (qboolean flipped)
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ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90;
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ang = (int)ang * 90;
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if (ang && !fbo)
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if (ang && !fbo && !norotate)
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{ /*more expensive maths*/
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rad = (ang * M_PI) / 180;
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@ -2336,7 +2336,7 @@ void GLR_RenderView (void)
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GLBE_FBO_Pop(oldfbo);
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GLBE_RenderToTextureUpdate2d(false);
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GL_Set2D (false);
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GL_Set2D (2);
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// SCENE POST PROCESSING
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@ -2368,6 +2368,9 @@ void GLR_RenderView (void)
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if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D)
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R_RenderMotionBlur();
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if (gl_screenangle.value)
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GL_Set2D (false); //make sure any hud stuff is rotated properly.
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checkglerror();
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}
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@ -355,7 +355,7 @@ void GL_ForceDepthWritable(void);
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//
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#ifdef GLQUAKE
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texid_tf GL_LoadPicTexture (qpic_t *pic);
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void GL_Set2D (qboolean flipped);
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void GL_Set2D (unsigned int flags);
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#endif
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//
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