git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10359
d7cf8633-e32d-0410-b094-
e92efae38249
// OGL uses top to bottom
ix = (int)(0.5 + x * ((float)vid.width / vid_conwidth.integer));
iy = (int)(0.5 + y * ((float) vid.height / vid_conheight.integer));
- iw = (int)(width * ((float)vid.width / vid_conwidth.integer));
- ih = (int)(height * ((float)vid.height / vid_conheight.integer));
+ iw = (int)(0.5 + (x+width) * ((float)vid.width / vid_conwidth.integer)) - ix;
+ ih = (int)(0.5 + (y+height) * ((float) vid.height / vid_conheight.integer)) - iy;
GL_Scissor(ix, vid.height - iy - ih, iw, ih);
GL_ScissorTest(true);