diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index c04bd820f7d..87d45426ad7 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3163,7 +3163,7 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO /* Get the viewport */ wined3d_device_get_viewports(device, NULL, &vp); - TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n", + TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n", vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z); multiply_matrix(&mat,&view_mat,&world_mat); diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index c869b63b11d..d76708d57a9 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -4002,22 +4002,10 @@ static void get_viewports(struct wined3d_context *context, const struct wined3d_ unsigned int width, height, i; for (i = 0; i < viewport_count; ++i) - { viewports[i] = state->viewports[i]; - if (target) - { - if (viewports[i].width > target->width) - viewports[i].width = target->width; - if (viewports[i].height > target->height) - viewports[i].height = target->height; - } - } - - /* - * Note: GL requires lower left, DirectX supplies upper left. This is - * reversed when using offscreen rendering. - */ + /* Note: GL uses a lower left origin while DirectX uses upper left. This + * is reversed when using offscreen rendering. */ if (context->render_offscreen) return;