Should fix weird viewport bug with some FBO shaders.

This commit is contained in:
Themaister 2011-05-26 22:25:30 +02:00
parent 7c5f36be61
commit 12a39e160b

View File

@ -896,7 +896,6 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
gl->vp_width, gl->vp_height, gl->frame_count,
&tex_info, fbo_tex_info, fbo_tex_info_cnt);
glDrawArrays(GL_QUADS, 0, 4);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
}
@ -1034,6 +1033,8 @@ static void* gl_init(const video_info_t *video, const input_driver_t **input, vo
gl->keep_aspect = video->force_aspect;
// Apparently need to set viewport for passes when we aren't using FBOs.
gl_shader_use(0);
set_viewport(gl, gl->win_width, gl->win_height, false);
gl_shader_use(1);
set_viewport(gl, gl->win_width, gl->win_height, false);
@ -1164,6 +1165,8 @@ static bool gl_xml_shader(void *data, const char *path)
gl_init_fbo(gl, gl->tex_w, gl->tex_h);
// Apparently need to set viewport for passes when we aren't using FBOs.
gl_shader_use(0);
set_viewport(gl, gl->win_width, gl->win_height, false);
gl_shader_use(1);
set_viewport(gl, gl->win_width, gl->win_height, false);