- GL_SetupView_ViewPort(vid.realx, vid.realy, vid.realwidth, vid.realheight);
- GL_SetupView_Mode_Ortho(0, 0, vid.conwidth, vid.conheight, -10, 100);
- GL_DepthFunc(GL_LEQUAL);
- R_Mesh_Start();
+
+ r_view_width = bound(0, r_refdef.width, vid.width);
+ r_view_height = bound(0, r_refdef.height, vid.height);
+ r_view_depth = 1;
+ r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
+ r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
+ r_view_z = 0;
+ r_view_fov_x = bound(0.1, r_refdef.fov_x, 170);
+ r_view_fov_y = bound(0.1, r_refdef.fov_y, 170);
+ r_view_matrix = r_refdef.viewentitymatrix;
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+
+ qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+ GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
+ qglDepthFunc(GL_LEQUAL);