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authorwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2009-03-07 21:42:17 +0000
committerwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2009-03-07 21:42:17 +0000
commit486feffb21e42c713fa97a157cf860554be66976 (patch)
treeb1c765de745cee88f87ffbd5d536119b19ea760d /src/media
parentf469075a0335399c753ae5d2d362047dedf116b1 (diff)
downloadusdx-486feffb21e42c713fa97a157cf860554be66976.tar.gz
usdx-486feffb21e42c713fa97a157cf860554be66976.tar.xz
usdx-486feffb21e42c713fa97a157cf860554be66976.zip
overdrawing of first screen when using visualizations fixed. visualizations are still streched over both screens when UseTexture in UVisualizer is undefined
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1628 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/media')
-rw-r--r--src/media/UVisualizer.pas15
1 files changed, 10 insertions, 5 deletions
diff --git a/src/media/UVisualizer.pas b/src/media/UVisualizer.pas
index 9af6d8c2..37e0268a 100644
--- a/src/media/UVisualizer.pas
+++ b/src/media/UVisualizer.pas
@@ -484,7 +484,11 @@ begin
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
- gluOrtho2D(0, 1, 0, 1);
+ // Use count of screens instead of 1 for the right corner
+ // otherwise we would draw the visualization streched over both screens
+ // another point is that we draw over the at this time drawn first
+ // screen, if Screen = 2
+ gluOrtho2D(0, Screens, 0, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
@@ -496,11 +500,12 @@ begin
glColor4f(1, 1, 1, 1);
// draw projectM frame
+ // Screen is 1 to 2. So current screen is from (Screen - 1) to (Screen)
glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(0, 0);
- glTexCoord2f(1, 0); glVertex2f(1, 0);
- glTexCoord2f(1, 1); glVertex2f(1, 1);
- glTexCoord2f(0, 1); glVertex2f(0, 1);
+ glTexCoord2f(0, 0); glVertex2f((Screen - 1), 0);
+ glTexCoord2f(1, 0); glVertex2f(Screen, 0);
+ glTexCoord2f(1, 1); glVertex2f(Screen, 1);
+ glTexCoord2f(0, 1); glVertex2f((Screen - 1), 1);
glEnd();
glDisable(GL_TEXTURE_2D);