width, height);
gl_backend->PixelStorei(GL_UNPACK_SKIP_PIXELS, x);
gl_backend->PixelStorei(GL_UNPACK_SKIP_ROWS, y);
- gl_backend->RasterPos2f(x, ws_sfc->base.base.height - y - 1);
+ gl_backend->WindowPos2f(x, ws_sfc->base.base.height - y);
gl_backend->DrawPixels(width,
height,
ws_sfc->tex_format,
void (GLAPIENTRY *VertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void (GLAPIENTRY *DrawArrays)(GLenum mode, GLint first, GLsizei count);
void (GLAPIENTRY *Color4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
- void (GLAPIENTRY *RasterPos2f)(GLfloat x, GLfloat y);
+ void (GLAPIENTRY *WindowPos2f)(GLfloat x, GLfloat y);
void (GLAPIENTRY *PixelZoom)(GLfloat xfactor, GLfloat yfactor);
void (GLAPIENTRY *DrawPixels)(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data);
void (GLAPIENTRY *BlendFunc)(GLenum sfactor, GLenum dfactor);
VIGS_GL_GET_PROC(VertexPointer, glVertexPointer);
VIGS_GL_GET_PROC(DrawArrays, glDrawArrays);
VIGS_GL_GET_PROC(Color4ub, glColor4ub);
- VIGS_GL_GET_PROC(RasterPos2f, glRasterPos2f);
+ VIGS_GL_GET_PROC(WindowPos2f, glWindowPos2f);
VIGS_GL_GET_PROC(PixelZoom, glPixelZoom);
VIGS_GL_GET_PROC(DrawPixels, glDrawPixels);
VIGS_GL_GET_PROC(BlendFunc, glBlendFunc);
VIGS_GL_GET_PROC(VertexPointer, glVertexPointer);
VIGS_GL_GET_PROC(DrawArrays, glDrawArrays);
VIGS_GL_GET_PROC(Color4ub, glColor4ub);
- VIGS_GL_GET_PROC(RasterPos2f, glRasterPos2f);
+ VIGS_GL_GET_PROC(WindowPos2f, glWindowPos2f);
VIGS_GL_GET_PROC(PixelZoom, glPixelZoom);
VIGS_GL_GET_PROC(DrawPixels, glDrawPixels);
VIGS_GL_GET_PROC(BlendFunc, glBlendFunc);