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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2009-03-14 21:18:50 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2009-03-14 21:18:50 +0000 |
commit | a92d9807237a024106b67f045822679f7ee4df54 (patch) | |
tree | 5f2c2501be7da18d2b82216fe60e645d1a2caaac /unicode/src/media/UVisualizer.pas | |
parent | c61a339ad465ecb43897975538a77c3eb87110be (diff) | |
download | usdx-a92d9807237a024106b67f045822679f7ee4df54.tar.gz usdx-a92d9807237a024106b67f045822679f7ee4df54.tar.xz usdx-a92d9807237a024106b67f045822679f7ee4df54.zip |
merge with current trunk (just update)
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@1634 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'unicode/src/media/UVisualizer.pas')
-rw-r--r-- | unicode/src/media/UVisualizer.pas | 15 |
1 files changed, 10 insertions, 5 deletions
diff --git a/unicode/src/media/UVisualizer.pas b/unicode/src/media/UVisualizer.pas index 9af6d8c2..37e0268a 100644 --- a/unicode/src/media/UVisualizer.pas +++ b/unicode/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); |