Fix GL21 driver bug.
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				| @ -118,10 +118,10 @@ namespace Quik.OpenGL | ||||
|             foreach (DrawCall call in queue) | ||||
|             { | ||||
|                 GL.Scissor( | ||||
|                     (int)MathF.Round(call.Bounds.Left), | ||||
|                     (int)MathF.Round(view.Bottom - call.Bounds.Bottom), | ||||
|                     (int)MathF.Round(call.Bounds.Right), | ||||
|                     (int)MathF.Round(view.Bottom - call.Bounds.Top)); | ||||
|                     (int)MathF.Round(call.Bounds.Min.X), | ||||
|                     (int)MathF.Round(size.Y - call.Bounds.Max.Y), | ||||
|                     (int)MathF.Round(call.Bounds.Size.X), | ||||
|                     (int)MathF.Round(call.Bounds.Size.Y)); | ||||
|                 QMat4.Translation(out QMat4 modelMatrix, call.Bounds.Min.X, call.Bounds.Min.Y, 0); | ||||
|                 QMat4 modelView = viewMatrix * modelMatrix; | ||||
|                 GL.UniformMatrix4(m4Transforms, false, in modelView); | ||||
|  | ||||
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