{
if(effect & HORIZONTAL_FLIP)
std::swap(uv_left, uv_right);
-
- if(effect & VERTICAL_FLIP)
+
+ if(effect & VERTICAL_FLIP)
std::swap(uv_top, uv_bottom);
glBlendFunc(blend.sfactor, blend.dfactor);
glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
-
+
// unrotated blit
if (angle == 0.0f) {
float vertices[] = {
private:
SDL_Window* window;
SDL_GLContext glcontext;
+ SDL_Rect viewport;
Size desktop_size;
Size screen_size;
bool fullscreen_active;
-
+
GLuint last_texture;
public:
void resize(int w, int h);
void apply_config();
void apply_video_mode(const Size& size, bool fullscreen);
- Vector to_logical(int physical_x, int physical_y, bool foobar);
+ Vector to_logical(int physical_x, int physical_y);
void set_gamma(float gamma);
SDL_Window* get_window() const { return window; }
};