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Polymer screen resizing support. Fixes misaligned crosshair with full HUD.
git-svn-id: https://svn.eduke32.com/eduke32@1504 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 5 additions and 2 deletions
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@ -652,7 +652,7 @@ void polymer_glinit(void)
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bglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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bglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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bglClearStencil(0);
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bglClearStencil(0);
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bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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bglViewport(0, 0, xdim, ydim);
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bglViewport(windowx1, yres-(windowy2+1),windowx2-windowx1+1, windowy2-windowy1+1);
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// texturing
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// texturing
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bglEnable(GL_TEXTURE_2D);
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bglEnable(GL_TEXTURE_2D);
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@ -672,7 +672,10 @@ void polymer_glinit(void)
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bglMatrixMode(GL_PROJECTION);
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bglMatrixMode(GL_PROJECTION);
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bglLoadIdentity();
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bglLoadIdentity();
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bgluPerspective((float)(pr_fov) / (2048.0f / 360.0f), (float)xdim / (float)ydim, 0.01f, 100.0f);
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bgluPerspective((float)(pr_fov) / (2048.0f / 360.0f),
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(float)(windowx2-windowx1+1) /
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(float)(windowy2-windowy1+1),
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0.01f, 100.0f);
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bglMatrixMode(GL_MODELVIEW);
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bglMatrixMode(GL_MODELVIEW);
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bglLoadIdentity();
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bglLoadIdentity();
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