static float snap_to_pixel_x(float x, float roundUpAt)
{
- float pixelpos = x * vid.width / vid_conwidth.value;
+ float pixelpos = x * vid.mode.width / vid_conwidth.value;
int snap = (int) pixelpos;
if (pixelpos - snap >= roundUpAt) ++snap;
- return ((float)snap * vid_conwidth.value / vid.width);
+ return ((float)snap * vid_conwidth.value / vid.mode.width);
/*
x = (int)(x * vid.width / vid_conwidth.value);
x = (x * vid_conwidth.value / vid.width);
static float snap_to_pixel_y(float y, float roundUpAt)
{
- float pixelpos = y * vid.height / vid_conheight.value;
+ float pixelpos = y * vid.mode.height / vid_conheight.value;
int snap = (int) pixelpos;
if (pixelpos - snap > roundUpAt) ++snap;
- return ((float)snap * vid_conheight.value / vid.height);
+ return ((float)snap * vid_conheight.value / vid.mode.height);
/*
y = (int)(y * vid.height / vid_conheight.value);
y = (y * vid_conheight.value / vid.height);
void DrawQ_Start(void)
{
r_refdef.draw2dstage = 1;
- R_ResetViewRendering2D_Common(0, NULL, NULL, 0, 0, vid.width, vid.height, vid_conwidth.integer, vid_conheight.integer);
+ R_ResetViewRendering2D_Common(0, NULL, NULL, 0, 0, vid.mode.width, vid.mode.height, vid_conwidth.integer, vid_conheight.integer);
}
qbool r_draw2d_force = false;
ftbase_y = snap_to_pixel_y(ftbase_y, 0.3);
}
- pix_x = vid.width / vid_conwidth.value;
- pix_y = vid.height / vid_conheight.value;
+ pix_x = vid.mode.width / vid_conwidth.value;
+ pix_y = vid.mode.height / vid_conheight.value;
if (fontmap)
width_of = fnt->width_of_ft2[map_index];
if (fabs(x2 - x1) > fabs(y2 - y1))
{
offsetx = 0;
- offsety = 0.5f * width * vid_conheight.value / vid.height;
+ offsety = 0.5f * width * vid_conheight.value / vid.mode.height;
}
else
{
- offsetx = 0.5f * width * vid_conwidth.value / vid.width;
+ offsetx = 0.5f * width * vid_conwidth.value / vid.mode.width;
offsety = 0;
}
surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
{
case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- GL_Scissor(ix, vid.height - iy - ih, iw, ih);
+ GL_Scissor(ix, vid.mode.height - iy - ih, iw, ih);
break;
}