[Scummvm-git-logs] scummvm master -> 56a479b81c4d13a21289320726df2d6b845d0a00

aquadran noreply at scummvm.org
Sun Nov 3 07:37:30 UTC 2024


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
56a479b81c WINTERMUTE: Small sync with original renderer code


Commit: 56a479b81c4d13a21289320726df2d6b845d0a00
    https://github.com/scummvm/scummvm/commit/56a479b81c4d13a21289320726df2d6b845d0a00
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2024-11-03T08:37:26+01:00

Commit Message:
WINTERMUTE: Small sync with original renderer code

Changed paths:
    engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
    engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp


diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index dd03eb61128..ff7b0588c42 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -124,6 +124,9 @@ bool BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) {
 }
 
 bool BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect *rect) {
+	if(!_gameRef->_editorMode) {
+		glViewport(0, _height, _width, _height);
+	}
 	glClearColor(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
 	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
 	return true;
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
index 7857087e6d6..6e6f3b13e98 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -148,6 +148,9 @@ bool BaseRenderOpenGL3DShader::initRenderer(int width, int height, bool windowed
 }
 
 bool BaseRenderOpenGL3DShader::fill(byte r, byte g, byte b, Common::Rect *rect) {
+	if(!_gameRef->_editorMode) {
+		glViewport(0, _height, _width, _height);
+	}
 	glClearColor(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
 	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
 	return true;




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