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The matrices have already been set, so you don't have to re-set them.
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You always need to reset the viewport when activating the renderer in
case the context had been set to a different window previously.
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slouken committed Dec 5, 2008
1 parent bc243d1 commit 84fdd1e
Showing 1 changed file with 11 additions and 14 deletions.
25 changes: 11 additions & 14 deletions src/video/SDL_renderer_gl.c
Expand Up @@ -121,7 +121,6 @@ SDL_RenderDriver GL_RenderDriver = {
typedef struct
{
SDL_GLContext context;
SDL_bool updateSize;
SDL_bool GL_ARB_texture_rectangle_supported;
SDL_bool GL_EXT_paletted_texture_supported;
int blendMode;
Expand Down Expand Up @@ -358,7 +357,10 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
} else {
data->glEnable(GL_TEXTURE_2D);
}
data->updateSize = SDL_TRUE;
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();

return renderer;
}
Expand All @@ -372,26 +374,21 @@ GL_ActivateRenderer(SDL_Renderer * renderer)
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;
}

static int
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
Expand Down

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