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authorb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-08 15:33:52 +0000
committerb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-08 15:33:52 +0000
commit16e0d37948cc1137d0c79f48f9b5e12e5bf77686 (patch)
tree693d9f960826f895b424f378619a7f33be392188 /Game/Code/Classes/UGraphic.pas
parent69def54f79cace3a1a90ae71f03910986ff74da7 (diff)
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did some cleanup and minor modifications
UDisplay.pas: tried to make the screenfade-effect transparent (doesn't work for now) UMenu.pas: removed some unnecessary code from DrawBG UGraphic.pas: fixed display of loading screen (after it broke with the modifications in UMenu.pas) git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@379 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Classes/UGraphic.pas')
-rw-r--r--Game/Code/Classes/UGraphic.pas3
1 files changed, 2 insertions, 1 deletions
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index 068ed715..a79a16a2 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -358,7 +358,7 @@ begin
SDL_GL_SwapBuffers;
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
- glOrtho(0, 800, 600, 0, -1, 100);
+ glOrtho(0, RenderW, RenderH, 0, -1, 100);
glMatrixMode(GL_MODELVIEW);
end;
@@ -444,6 +444,7 @@ begin
ScreenLoading := TScreenLoading.Create;
ScreenLoading.onShow;
Display.ActualScreen := @ScreenLoading;
+ swapbuffers;
ScreenLoading.Draw;
Display.Draw;
SwapBuffers;