iy = (int)(0.5 + y * ((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);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ case RENDERPATH_SOFT:
+ GL_Scissor(ix, vid.height - iy - ih, iw, ih);
+ break;
+ case RENDERPATH_D3D9:
+ GL_Scissor(ix, iy, iw, ih);
+ break;
+ case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ }
GL_ScissorTest(true);
}