Fix OpenGL's HUD not being scaled the same way as Software's, by removing an old OpenGL-specific hack for fdupx/fdupy

This commit is contained in:
Monster Iestyn 2018-11-13 18:14:59 +00:00
parent 0d38061db8
commit e9fe0ebae1

View file

@ -280,7 +280,10 @@ void SCR_Recalc(void)
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT); vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
#ifdef HWRENDER #ifdef HWRENDER
if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl //if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
// 13/11/18:
// The above is no longer necessary, since we want OpenGL to be just like software now
// -- Monster Iestyn
#endif #endif
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy); vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);