Fix wrong UV calculations when resizing or maximizing window

This commit is contained in:
Magnus Norddahl 2016-08-01 15:12:13 +02:00
parent 8aebfdb3ab
commit f980a1f42b

View file

@ -355,7 +355,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
}
mBuffers->BindHudTexture(0);
mVBO->RenderScreenQuad(width / (float)mBuffers->GetWidth(), height / (float)mBuffers->GetHeight());
mVBO->RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
if (blendEnabled)
glEnable(GL_BLEND);