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-rw-r--r--Game/Code/Classes/UVideo.pas50
-rw-r--r--Game/Code/Screens/UScreenSong.pas2
2 files changed, 26 insertions, 26 deletions
diff --git a/Game/Code/Classes/UVideo.pas b/Game/Code/Classes/UVideo.pas
index c50006e8..8d56182e 100644
--- a/Game/Code/Classes/UVideo.pas
+++ b/Game/Code/Classes/UVideo.pas
@@ -44,7 +44,7 @@ type
Upper, Lower: double;
windowed: boolean;
Reflection: boolean;
- ReflactionSpacing: real;
+ ReflectionSpacing: real;
TargetAspect: TAspectCorrection;
ZoomFaktor: real;
end;
@@ -820,11 +820,11 @@ begin
glDisable(GL_BLEND);
- //Draw Reflaction
+ //Draw Reflection
if Window.Reflection then
begin
glScissor(round((Window.Left)*(ScreenW/Screens)/RenderW+(ScreenW/Screens)*(Screen-1)),
- round((RenderH-Window.Lower-Window.ReflactionSpacing-(Window.Lower-Window.Upper)*0.5)*ScreenH/RenderH),
+ round((RenderH-Window.Lower-Window.ReflectionSpacing-(Window.Lower-Window.Upper)*0.5)*ScreenH/RenderH),
round((Window.Right-Window.Left)*(ScreenW/Screens)/RenderW),
round((Window.Lower-Window.Upper)*ScreenH/RenderH*0.5));
glEnable(GL_SCISSOR_TEST);
@@ -832,28 +832,28 @@ begin
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- //Draw
- glBegin(GL_QUADS);//Top Left
- glColor4f(1, 1, 1, Blend-0.3);
- glTexCoord2f(TexRect.Left, TexRect.Lower);
- glVertex2f(ScreenRect.Left, ScreenRect.Lower+ Window.ReflactionSpacing);
-
- //Bottom Left
- glColor4f(1, 1, 1, 0);
- glTexCoord2f(TexRect.Left, (TexRect.Lower-TexRect.Upper)*0.5);
- glVertex2f(ScreenRect.Left,
- ScreenRect.Lower + (ScreenRect.Lower-ScreenRect.Upper)*0.5 + Window.ReflactionSpacing);
-
- //Bottom Right
- glColor4f(1, 1, 1, 0);
- glTexCoord2f(TexRect.Right, (TexRect.Lower-TexRect.Upper)*0.5);
- glVertex2f(ScreenRect.Right,
- ScreenRect.Lower + (ScreenRect.Lower-ScreenRect.Upper)*0.5 + Window.ReflactionSpacing);
-
- //Top Right
- glColor4f(1, 1, 1, Blend-0.3);
- glTexCoord2f(TexRect.Right, TexRect.Lower);
- glVertex2f(ScreenRect.Right, ScreenRect.Lower + Window.ReflactionSpacing);
+ //Draw
+ glBegin(GL_QUADS);//Top Left
+ glColor4f(1, 1, 1, Blend-0.3);
+ glTexCoord2f(TexRect.Left, TexRect.Lower);
+ glVertex2f(ScreenRect.Left, Window.Lower + Window.ReflectionSpacing);
+
+ //Bottom Left
+ glColor4f(1, 1, 1, 0);
+ glTexCoord2f(TexRect.Left, (TexRect.Lower-TexRect.Upper)*0.5);
+ glVertex2f(ScreenRect.Left,
+ Window.Lower + (ScreenRect.Lower-ScreenRect.Upper)*0.5 + Window.ReflectionSpacing);
+
+ //Bottom Right
+ glColor4f(1, 1, 1, 0);
+ glTexCoord2f(TexRect.Right, (TexRect.Lower-TexRect.Upper)*0.5);
+ glVertex2f(ScreenRect.Right,
+ Window.Lower + (ScreenRect.Lower-ScreenRect.Upper)*0.5 + Window.ReflectionSpacing);
+
+ //Top Right
+ glColor4f(1, 1, 1, Blend-0.3);
+ glTexCoord2f(TexRect.Right, TexRect.Lower);
+ glVertex2f(ScreenRect.Right, Window.Lower + Window.ReflectionSpacing);
glEnd;
glDisable(GL_BLEND);
diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas
index 1b70b95f..ababa843 100644
--- a/Game/Code/Screens/UScreenSong.pas
+++ b/Game/Code/Screens/UScreenSong.pas
@@ -2440,7 +2440,7 @@ begin
Window.Right := Button[Interaction].X+Button[Interaction].W;
Window.Upper := Button[Interaction].Y;
Window.Lower := Button[Interaction].Y+Button[Interaction].H;
- Window.ReflactionSpacing := Button[Interaction].Reflectionspacing;
+ Window.ReflectionSpacing := Button[Interaction].Reflectionspacing;
Window.Reflection := Button[Interaction].Reflection;
Window.windowed := true;
Window.TargetAspect := acoCrop;