// We have to convert the con coords into real coords
// OGL uses top to bottom
- ix = (int)(0.5 + x * ((float)vid.width / vid_conwidth.integer));
- iy = (int)(0.5 + y * ((float) vid.height / vid_conheight.integer));
- iw = (int)(0.5 + (x+width) * ((float)vid.width / vid_conwidth.integer)) - ix;
- ih = (int)(0.5 + (y+height) * ((float) vid.height / vid_conheight.integer)) - iy;
+ ix = (int)(0.5 + x * ((float)r_refdef.view.width / vid_conwidth.integer)) + r_refdef.view.x;
+ iy = (int)(0.5 + y * ((float)r_refdef.view.height / vid_conheight.integer)) + r_refdef.view.y;
+ iw = (int)(0.5 + width * ((float)r_refdef.view.width / vid_conwidth.integer));
+ ih = (int)(0.5 + height * ((float)r_refdef.view.height / vid_conheight.integer));
switch(vid.renderpath)
{
case RENDERPATH_GL11:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
case RENDERPATH_GLES2:
- if (vid_usinghwgamma || v_glslgamma.integer)
+ if (v_glslgamma.integer)
return;
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- if (vid_usinghwgamma)
- return;
break;
case RENDERPATH_GLES1:
case RENDERPATH_SOFT: