Make sure the viewport is from the GL (bottom left) not the DirectX
(top left).
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@ -2331,8 +2331,9 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST
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glDepthRange(pViewport->MinZ, pViewport->MaxZ);
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glDepthRange(pViewport->MinZ, pViewport->MaxZ);
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checkGLcall("glDepthRange");
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checkGLcall("glDepthRange");
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/* Fixme? Note GL requires lower left, DirectX supplies upper left */
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/* Note: GL requires lower left, DirectX supplies upper left */
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glViewport(pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height);
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glViewport(pViewport->X, (This->PresentParms.BackBufferHeight - (pViewport->Y + pViewport->Height)),
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pViewport->Width, pViewport->Height);
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checkGLcall("glViewport");
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checkGLcall("glViewport");
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