r_fb.rt_bloom = cur;
}
-static qbool R_BlendView_IsTrivial(int viewx, int viewy, int viewwidth, int viewheight, int x, int y, int width, int height)
+static qbool R_BlendView_IsTrivial(int viewwidth, int viewheight, int width, int height)
{
- // Shifting requested?
- // (It should be possible to work around this otherwise)
- if (viewx != x || viewy != y)
- return false;
// Scaling requested?
if (viewwidth != width || viewheight != height)
return false;
if(r_fb.rt_bloom)
r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
- skipblend = R_BlendView_IsTrivial(0, 0, r_fb.rt_screen->texturewidth, r_fb.rt_screen->textureheight, x, y, width, height);
+ skipblend = R_BlendView_IsTrivial(r_fb.rt_screen->texturewidth, r_fb.rt_screen->textureheight, width, height);
if (skipblend)
{
// Render to the screen right away.
// test needs to be on
if (r_fb.rt_screen)
GL_ScissorTest(true);
- GL_Scissor(viewx, viewy, viewwidth, viewheight);
+ GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
r_fb.water.numwaterplanes = 0;
//GL_Clear(GL_DEPTH_BUFFER_BIT);
}
*/
- GL_Scissor(0, 0, r_fb.screentexturewidth, r_fb.screentextureheight);
+ GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
}
//===============================================================