}
}
- r_view_width = bound(0, r_refdef.width, vid.realwidth);
- r_view_height = bound(0, r_refdef.height, vid.realheight);
+ r_view_width = bound(0, r_refdef.width, vid.width);
+ r_view_height = bound(0, r_refdef.height, vid.height);
r_view_depth = 1;
- r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
- r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+ r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
+ r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
r_view_z = 0;
r_view_fov_x = bound(0.1, r_refdef.fov_x, 170);
r_view_fov_y = bound(0.1, r_refdef.fov_y, 170);
r_view_matrix = r_refdef.viewentitymatrix;
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
- qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
- GL_SetupView_Mode_Ortho(0, 0, vid.conwidth, vid.conheight, -10, 100);
+ qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+ GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
qglDepthFunc(GL_LEQUAL);
R_Mesh_Matrix(&r_identitymatrix);
R_Mesh_State(&m);
at = varray_texcoord2f[0];
av = varray_vertex3f;
- while ((num = *str++) && x < vid.conwidth)
+ while ((num = *str++) && x < vid_conwidth.integer)
{
if (num != ' ')
{
{
// We have to convert the con coords into real coords
int x , y, width, height;
- x = dq->x * ((float)vid.realwidth / vid.conwidth);
+ x = dq->x * ((float)vid.width / vid_conwidth.integer);
// OGL uses top to bottom
- y = dq->y * ((float) vid.realheight / vid.conheight);
- width = dq->scalex * ((float)vid.realwidth / vid.conwidth);
- height = dq->scaley * ((float)vid.realheight / vid.conheight);
+ y = dq->y * ((float) vid.height / vid_conheight.integer);
+ width = dq->scalex * ((float)vid.width / vid_conwidth.integer);
+ height = dq->scaley * ((float)vid.height / vid_conheight.integer);
GL_Scissor(x, y, width, height);