mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-13 16:07:45 +00:00
Fix wrong UV calculations when resizing or maximizing window
This commit is contained in:
parent
8aebfdb3ab
commit
f980a1f42b
1 changed files with 1 additions and 1 deletions
|
@ -355,7 +355,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
|
||||||
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
|
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
|
||||||
}
|
}
|
||||||
mBuffers->BindHudTexture(0);
|
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)
|
if (blendEnabled)
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
|
|
Loading…
Reference in a new issue