This fixes the last OpenGL user that still uses the wrong y-axis
direction. See the gltex helpers for more information.
Signed-off-by: David Herrmann <dh.herrmann@googlemail.com>
vertices[11] = -1.0;
texpos[0] = 0.0;
- texpos[1] = 0.0;
+ texpos[1] = 1.0;
texpos[2] = 0.0;
- texpos[3] = 1.0;
+ texpos[3] = 0.0;
texpos[4] = 1.0;
- texpos[5] = 1.0;
+ texpos[5] = 0.0;
texpos[6] = 0.0;
- texpos[7] = 0.0;
+ texpos[7] = 1.0;
texpos[8] = 1.0;
- texpos[9] = 1.0;
+ texpos[9] = 0.0;
texpos[10] = 1.0;
- texpos[11] = 0.0;
+ texpos[11] = 1.0;
tmp = x + buf->width;
if (tmp < x || x >= sw)
else
height = buf->height;
- glViewport(x, y, width, height);
+ glViewport(x, sh - y - height, width, height);
glDisable(GL_BLEND);
gl_shader_use(v3d->blit_shader);