gl_common: Wrong viewport in `gl_average_texture_color()`
Set viewport in `gl_average_texture_color()` to global `vp_width` and
`vp_height` as the projection matrix has been initialized to these dimensions
as well.
Related: a7bd48f5ab
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@ -200,6 +200,8 @@ static void gl_free_prog_main(gl_win_shader_t *pprogram) {
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static GLuint
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static GLuint
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_gl_average_texture_color(backend_t *base, GLuint source_texture, GLuint destination_texture,
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_gl_average_texture_color(backend_t *base, GLuint source_texture, GLuint destination_texture,
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GLuint auxiliary_texture, GLuint fbo, int width, int height) {
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GLuint auxiliary_texture, GLuint fbo, int width, int height) {
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auto gd = (struct gl_data *)base;
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const int max_width = 1;
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const int max_width = 1;
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const int max_height = 1;
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const int max_height = 1;
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const int from_width = next_power_of_two(width);
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const int from_width = next_power_of_two(width);
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@ -236,7 +238,7 @@ _gl_average_texture_color(backend_t *base, GLuint source_texture, GLuint destina
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glBindTexture(GL_TEXTURE_2D, source_texture);
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glBindTexture(GL_TEXTURE_2D, source_texture);
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// Render into framebuffer
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// Render into framebuffer
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glViewport(0, 0, width, height);
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glViewport(0, 0, gd->vp_width, gd->vp_height);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
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// Have we downscaled enough?
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// Have we downscaled enough?
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