diff options
Diffstat (limited to 'Game/Code')
-rw-r--r-- | Game/Code/Classes/UVideo.pas | 50 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSong.pas | 2 |
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;
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