wined3d: Correctly handle the y offset with offscreen rendering.

This fixes a regression introduced with the MAD patch.
This commit is contained in:
Stefan Dösinger 2007-11-21 23:46:15 +01:00 committed by Alexandre Julliard
parent 46647e58fa
commit f2c19fbc0b
1 changed files with 2 additions and 1 deletions

View File

@ -3373,6 +3373,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
*/
if (useVertexShaderFunction) {
device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
}
}
@ -3496,7 +3497,7 @@ static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon
checkGLcall("glViewport");
stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
stateblock->wineD3DDevice->posFixup[3] = -1.0 / stateblock->viewport.Height;
stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
}