summaryrefslogtreecommitdiff
path: root/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
diff options
context:
space:
mode:
authorRyan Houdek <Sonicadvance1@Gmail.com>2012-10-27 22:50:06 -0500
committerRyan Houdek <Sonicadvance1@Gmail.com>2012-10-27 22:50:06 -0500
commitfb92c338af83a56edaabaea13168696e3cf1c7c7 (patch)
treed767abc87c34dff0ee242d1b50557528072b1b01 /Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
parentdfb3c44d1a9b641f71ac4a93cd871b8d69dde542 (diff)
Bit of cleanup and fixing of one issue that was noticeable in SMS with Mario's shadow.
Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
index 79189d4309..76e4b8156b 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
@@ -306,10 +306,10 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
GLfloat vtx1[] = {
- drawrc.left, drawrc.bottom, 1,
- drawrc.left, drawrc.top, 1,
- drawrc.right, drawrc.top, 1,
- drawrc.right, drawrc.bottom, 1
+ drawrc.left, drawrc.bottom,
+ drawrc.left, drawrc.top,
+ drawrc.right, drawrc.top,
+ drawrc.right, drawrc.bottom,
};
GLfloat tex1[] = { // For TEXTURE0
sourcerc.left, sourcerc.bottom,
@@ -319,17 +319,17 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
};
glClientActiveTexture(GL_TEXTURE0);
- glTexCoordPointer(2, GL_FLOAT, 0, tex1);
- // Is this correct?
- glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
- glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
- glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
- glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
-
- glVertexPointer(3, GL_FLOAT, 0, vtx1);
+ glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
+ glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
+ glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
+ glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
+
+ glVertexPointer(2, GL_FLOAT, 0, vtx1);
+ glTexCoordPointer(2, GL_FLOAT, 0, tex1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
GL_REPORT_ERRORD();
}