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;
int tex2d, tex3d, texcubemap, texnum;
if (unitnum >= vid.teximageunits)
return;
-// if (unit->texture == tex)
-// return;
+ if (unit->texture == tex)
+ return;
switch(vid.renderpath)
{
case RENDERPATH_GL20: