X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=61e5291e748b104f4aac39ee45ad47316062f8fd;hb=0ddc4709d33eec6b716c475dea8a4423042d1304;hp=b1ac3ff2c6c4046befa19aaea1835f8feda77256;hpb=4afe626121c1d05546f0ca999d108559ef53962b;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index b1ac3ff2..61e5291e 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -130,7 +130,7 @@ int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; #ifdef DEBUGGL -int errornumber = 0; +int gl_errornumber = 0; void GL_PrintError(int errornumber, const char *filename, int linenumber) { @@ -1097,7 +1097,7 @@ void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatri m[14] = -2 * nearclip * farclip / (farclip - nearclip); Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]); - Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); if (nearplane) @@ -1106,15 +1106,15 @@ void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatri Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } -void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane) +void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety) { matrix4x4_t tempmatrix, basematrix; float m[16]; memset(v, 0, sizeof(*v)); v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; v->cameramatrix = *cameramatrix; - v->x = (side & 1) * size; - v->y = (side >> 1) * size; + v->x = offsetx + (side & 1) * size; + v->y = offsety + (side >> 1) * size; v->width = size; v->height = size; v->depth = 1; @@ -1125,7 +1125,7 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri m[14] = -2 * nearclip * farclip / (farclip - nearclip); Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]); - Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); switch(vid.renderpath)