Mercurial > sdl-ios-xcode
diff src/video/SDL_renderer_gl.c @ 2832:0379769e8caa
The matrices have already been set, so you don't have to re-set them.
You always need to reset the viewport when activating the renderer in
case the context had been set to a different window previously.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 05 Dec 2008 06:22:19 +0000 |
parents | 49243a6e9ff1 |
children | c2e182a37f5f |
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--- a/src/video/SDL_renderer_gl.c Fri Dec 05 06:19:49 2008 +0000 +++ b/src/video/SDL_renderer_gl.c Fri Dec 05 06:22:19 2008 +0000 @@ -121,7 +121,6 @@ typedef struct { SDL_GLContext context; - SDL_bool updateSize; SDL_bool GL_ARB_texture_rectangle_supported; SDL_bool GL_EXT_paletted_texture_supported; int blendMode; @@ -358,7 +357,10 @@ } else { data->glEnable(GL_TEXTURE_2D); } - data->updateSize = SDL_TRUE; + data->glMatrixMode(GL_PROJECTION); + data->glLoadIdentity(); + data->glMatrixMode(GL_MODELVIEW); + data->glLoadIdentity(); return renderer; } @@ -372,16 +374,9 @@ if (SDL_GL_MakeCurrent(window->id, data->context) < 0) { return -1; } - if (data->updateSize) { - data->glMatrixMode(GL_PROJECTION); - data->glLoadIdentity(); - data->glMatrixMode(GL_MODELVIEW); - data->glLoadIdentity(); - data->glViewport(0, 0, window->w, window->h); - data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, - 0.0, 1.0); - data->updateSize = SDL_FALSE; - } + data->glViewport(0, 0, window->w, window->h); + data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0, + 1.0); return 0; } @@ -389,9 +384,11 @@ GL_DisplayModeChanged(SDL_Renderer * renderer) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; + SDL_Window *window = SDL_GetWindowFromID(renderer->window); - data->updateSize = SDL_TRUE; - return 0; + data->glViewport(0, 0, window->w, window->h); + data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0, + 1.0); } static __inline__ int