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Fix gl_screenangle with postproc.

This commit is contained in:
Shpoike 2024-08-26 20:27:35 +01:00
parent 62b1e27620
commit f75ba7d8e8
3 changed files with 9 additions and 4 deletions

View file

@ -623,13 +623,15 @@ GL_Set2D
Setup as if the screen was 320*200
================
*/
void GL_Set2D (qboolean flipped)
void GL_Set2D (unsigned int flags)
{
extern cvar_t gl_screenangle;
float rad, ang;
float tmp[16], tmp2[16];
float w = vid.width, h = vid.height;
qboolean fbo = !!*r_refdef.rt_destcolour[0].texname;
qboolean flipped = flags&1;
qboolean norotate = flags&2;
if (vid.framebuffer)
{
@ -657,7 +659,7 @@ void GL_Set2D (qboolean flipped)
ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90;
ang = (int)ang * 90;
if (ang && !fbo)
if (ang && !fbo && !norotate)
{ /*more expensive maths*/
rad = (ang * M_PI) / 180;

View file

@ -2336,7 +2336,7 @@ void GLR_RenderView (void)
GLBE_FBO_Pop(oldfbo);
GLBE_RenderToTextureUpdate2d(false);
GL_Set2D (false);
GL_Set2D (2);
// SCENE POST PROCESSING
@ -2368,6 +2368,9 @@ void GLR_RenderView (void)
if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D)
R_RenderMotionBlur();
if (gl_screenangle.value)
GL_Set2D (false); //make sure any hud stuff is rotated properly.
checkglerror();
}

View file

@ -355,7 +355,7 @@ void GL_ForceDepthWritable(void);
//
#ifdef GLQUAKE
texid_tf GL_LoadPicTexture (qpic_t *pic);
void GL_Set2D (qboolean flipped);
void GL_Set2D (unsigned int flags);
#endif
//