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wined3d: Update the glOrtho between 2 rhw draws if the viewport was changed.
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@ -2695,6 +2695,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED
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TRACE("Recording... not performing anything\n");
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return D3D_OK;
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}
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This->viewport_changed = TRUE;
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ENTER_GL();
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@ -200,10 +200,11 @@ static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL
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if (!useVS && vtx_transformed) {
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/* If the last draw was transformed as well, no need to reapply all the matrixes */
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if (!This->last_was_rhw) {
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if ( (!This->last_was_rhw) || (This->viewport_changed) ) {
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double X, Y, height, width, minZ, maxZ;
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This->last_was_rhw = TRUE;
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This->viewport_changed = FALSE;
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/* Transformed already into viewport coordinates, so we do not need transform
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matrices. Reset all matrices to identity and leave the default matrix in world
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@ -708,10 +708,11 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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/* glDrawPixels transforms the raster position as though it was a vertex -
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we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
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per drawprim (and leave set - it will sort itself out due to last_was_rhw */
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if (!myDevice->last_was_rhw) {
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if ( (!myDevice->last_was_rhw) || (myDevice->viewport_changed) ) {
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double X, Y, height, width, minZ, maxZ;
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myDevice->last_was_rhw = TRUE;
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myDevice->viewport_changed = FALSE;
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/* Transformed already into viewport coordinates, so we do not need transform
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matrices. Reset all matrices to identity and leave the default matrix in world
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@ -494,6 +494,7 @@ typedef struct IWineD3DDeviceImpl
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BOOL proj_valid;
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BOOL view_ident; /* true iff view matrix is identity */
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BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
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BOOL viewport_changed; /* Was the viewport changed since the last draw? */
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GLenum tracking_parm; /* Which source is tracking current colour */
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LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
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#define DISABLED_TRACKING 0 /* Disabled */
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