Commit 1f055773 authored by Oliver Stieber's avatar Oliver Stieber Committed by Alexandre Julliard

Improve on a fixup for the difference between opengl and directx pixel

centering of vertexes.
parent 5577cc73
......@@ -272,8 +272,8 @@ static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL
instead. */
glLoadIdentity();
glTranslatef(1.0 / This->stateBlock->viewport.Width, -1.0 / This->stateBlock->viewport.Height, 0);
checkGLcall("glTranslatef (1.0 / width, -1.0 / height, 0)");
glTranslatef(0.9 / This->stateBlock->viewport.Width, -0.9 / This->stateBlock->viewport.Height, 0);
checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
if (This->renderUpsideDown) {
glMultMatrixf(invymat);
......@@ -296,8 +296,8 @@ static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL
glLoadIdentity();
/* Window Coord 0 is the middle of the first pixel, so translate by half
a pixel (See comment above glTranslate above) */
glTranslatef(1.0 / This->stateBlock->viewport.Width, -1.0 / This->stateBlock->viewport.Height, 0);
checkGLcall("glTranslatef (1.0 / width, -1.0 / height, 0)");
glTranslatef(0.9 / This->stateBlock->viewport.Width, -0.9 / This->stateBlock->viewport.Height, 0);
checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
if (This->renderUpsideDown) {
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
......
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