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https://github.com/gnif/LookingGlass.git
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[client] corrected screen resize bug and incorrect scissor
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parent
893bb7e603
commit
5cfae05cae
@ -492,49 +492,54 @@ bool lgr_opengl_render(void * opaque)
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return false;
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}
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if (this->resizeWindow)
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{
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// setup the projection matrix
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glViewport(0, 0, this->params.width, this->params.height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0, this->params.width, this->params.height, 0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
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glScalef(
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(float)this->destRect.w / (float)this->format.width,
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(float)this->destRect.h / (float)this->format.height,
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1.0f
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);
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// update the display lists
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for(int i = 0; i < VBO_BUFFERS; ++i)
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{
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glNewList(this->texList + i, GL_COMPILE);
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glBindTexture(GL_TEXTURE_2D, this->textures[i]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(this->format.width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->format.height);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(this->format.width, this->format.height);
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glEnd();
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glEndList();
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}
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// update the scissor rect to prevent drawing outside of the frame
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glScissor(0, 0, this->format.width, this->format.height);
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this->resizeWindow = false;
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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}
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if (this->frameUpdate)
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{
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if (this->resizeWindow)
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{
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// setup the projection matrix
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glViewport(0, 0, this->params.width, this->params.height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0, this->params.width, this->params.height, 0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
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glScalef(
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(float)this->destRect.w / (float)this->format.width,
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(float)this->destRect.h / (float)this->format.height,
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1.0f
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);
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// update the display lists
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for(int i = 0; i < VBO_BUFFERS; ++i)
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{
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glNewList(this->texList + i, GL_COMPILE);
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glBindTexture(GL_TEXTURE_2D, this->textures[i]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(this->format.width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->format.height);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(this->format.width, this->format.height);
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glEnd();
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glEndList();
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}
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// update the scissor rect to prevent drawing outside of the frame
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glScissor(
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this->destRect.x,
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this->destRect.y,
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this->destRect.w,
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this->destRect.h
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);
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this->resizeWindow = false;
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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}
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glXWaitVideoSyncSGI(1, 0, &this->gpuFrameCount);
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glFinish();
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