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Fix OpenGL's HUD not being scaled the same way as Software's, by removing an old OpenGL-specific hack for fdupx/fdupy
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1 changed files with 4 additions and 1 deletions
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@ -280,7 +280,10 @@ void SCR_Recalc(void)
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vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
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#ifdef HWRENDER
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if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
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//if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
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// 13/11/18:
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// The above is no longer necessary, since we want OpenGL to be just like software now
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// -- Monster Iestyn
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#endif
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vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
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