static uint8_t *osd_rgba[MAX_OSD] = { NULL, NULL };
static GLuint image_name;
static GLuint osd_name[MAX_OSD];
-static int screen_width, screen_height;
static int image_width, image_height;
static int osd_width[MAX_OSD], osd_height[MAX_OSD];
static int texture_size;
return rc;
}
-/* set clip planes so that the image portion of the image texture is centered and pixels are rectengular */
-void resize_opengl(int _screen_width, int _screen_height)
-{
- screen_width = _screen_width;
- screen_height = _screen_height;
-}
-
void opengl_clear(int _flip_y)
{
flip_y = _flip_y;
}
/* set viewport for improved rendering */
-void opengl_viewport(int split, int benson_at_line, double fov, double benson_size)
+void opengl_viewport(int view_width, int view_height, int split, int benson_at_line, double fov, double benson_size)
{
- int view_x, view_y;
- int view_width, view_height;
+ int view_x = 0, view_y = 0;
int new_width, new_height;
/* center view, or put it in the top half of the window */
if (split == 1) {
- view_x = 0;
- view_y = screen_height / 2;
- view_width = screen_width;
- view_height = screen_height / 2;
+ view_y = view_height / 2;
+ view_height = view_height / 2;
} else if (split == 2) {
- view_x = 0;
- view_y = 0;
- view_width = screen_width;
- view_height = screen_height / 2;
- } else {
- view_x = 0;
- view_y = 0;
- view_width = screen_width;
- view_height = screen_height;
+ view_height = view_height / 2;
}
/* avoid division by zero, if one dimension is too small */