wined3d: Fix texture coordinate calculation in surface_blt_to_drawable.

This commit is contained in:
Pablo Spallanzani 2008-01-12 15:57:08 -02:00 committed by Alexandre Julliard
parent 3bf54c2950
commit 91afa09ac0
1 changed files with 14 additions and 14 deletions

View File

@ -3540,7 +3540,7 @@ static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DW
}
struct coords {
int x, y, z;
GLfloat x, y, z;
};
static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
@ -3599,22 +3599,22 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
coords[0].x = rect.left / This->pow2Width;
coords[0].x = (float)rect.left / This->pow2Width;
coords[0].z = 0;
coords[1].x = rect.left / This->pow2Width;
coords[1].x = (float)rect.left / This->pow2Width;
coords[1].z = 0;
coords[2].x = rect.right / This->pow2Width;
coords[2].x = (float)rect.right / This->pow2Width;
coords[2].z = 0;
coords[3].x = rect.right / This->pow2Width;
coords[3].x = (float)rect.right / This->pow2Width;
coords[3].z = 0;
coords[0].y = rect.top / This->pow2Height;
coords[1].y = rect.bottom / This->pow2Height;
coords[2].y = rect.bottom / This->pow2Height;
coords[3].y = rect.top / This->pow2Height;
coords[0].y = (float)rect.top / This->pow2Height;
coords[1].y = (float)rect.bottom / This->pow2Height;
coords[2].y = (float)rect.bottom / This->pow2Height;
coords[3].y = (float)rect.top / This->pow2Height;
} else {
/* Must be a cube map */
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
@ -3676,16 +3676,16 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
}
glBegin(GL_QUADS);
glTexCoord3iv((GLint *) &coords[0]);
glTexCoord3fv(&coords[0].x);
glVertex2i(rect.left, device->render_offscreen ? rect.bottom : rect.top);
glTexCoord3iv((GLint *) &coords[1]);
glVertex2i(0, device->render_offscreen ? rect.top : rect.bottom);
glTexCoord3fv(&coords[1].x);
glVertex2i(rect.left, device->render_offscreen ? rect.top : rect.bottom);
glTexCoord3iv((GLint *) &coords[2]);
glTexCoord3fv(&coords[2].x);
glVertex2i(rect.right, device->render_offscreen ? rect.top : rect.bottom);
glTexCoord3iv((GLint *) &coords[3]);
glTexCoord3fv(&coords[3].x);
glVertex2i(rect.right, device->render_offscreen ? rect.bottom : rect.top);
glEnd();
checkGLcall("glEnd");