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Fixed|UI|Stereo 3D: Draw busy transition using correct width
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When an active rectangle was specified, the busy transition was
drawn in wrong place. Now the transition viewport is reset to the
full target area (after which it will be affected by the active
rectangle).
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skyjake committed Dec 21, 2013
1 parent 5772da8 commit aa6abd1
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Showing 2 changed files with 4 additions and 17 deletions.
16 changes: 1 addition & 15 deletions doomsday/client/src/render/fx/postprocessing.cpp
Expand Up @@ -131,23 +131,9 @@ DENG2_PIMPL(PostProcessing)
framebuf.glDeinit();
}

Rectangleui outRect() const
{
GLTarget &target = GLState::current().target();
Rectangleui rect = Rectangleui::fromSize(target.size());

if(target.hasActiveRect())
{
rect = target.scaleToActiveRect(rect);
}
return rect;
}

void update()
{
Rectangleui rect = outRect();

framebuf.resize(rect.size());
framebuf.resize(GLState::current().target().rectInUse().size());
framebuf.setSampleCount(GLFramebuffer::defaultMultisampling());
}

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5 changes: 3 additions & 2 deletions doomsday/client/src/ui/widgets/busywidget.cpp
Expand Up @@ -120,8 +120,9 @@ void BusyWidget::drawContent()

if(Con_TransitionInProgress())
{
/// @todo This might not work well with multiple player viewports? -jk
GLState::push().setViewport(Rectangleui::fromSize(root().viewRule().sizeui())).apply();
GLState::push()
.setViewport(Rectangleui::fromSize(GLState::current().target().size()))
.apply();
Con_DrawTransition();
GLState::pop().apply();
}
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