Fix incorrect viewport location when not using fullscreen HUD
This commit is contained in:
parent
d3457f4508
commit
a6354c74cf
5 changed files with 17 additions and 19 deletions
|
|
@ -157,10 +157,7 @@ void FGLRenderer::SetViewArea()
|
|||
|
||||
void FGLRenderer::Reset3DViewport()
|
||||
{
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
|
||||
else
|
||||
glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
|
||||
glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -171,20 +168,16 @@ void FGLRenderer::Reset3DViewport()
|
|||
|
||||
void FGLRenderer::Set3DViewport(bool toscreen)
|
||||
{
|
||||
const auto &bounds = mOutputViewportLB;
|
||||
if (toscreen && FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
mBuffers->Setup(mOutputViewport.width, mOutputViewport.height);
|
||||
mBuffers->BindSceneFB();
|
||||
glViewport(0, 0, bounds.width, bounds.height);
|
||||
glScissor(0, 0, bounds.width, bounds.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
|
||||
glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
|
||||
}
|
||||
|
||||
const auto &bounds = mOutputViewportLB;
|
||||
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
|
||||
glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
|
||||
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
#ifdef _DEBUG
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue