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Added a scissor box to clip viewable area. Prevents garbage in the "overscan" areas due to renderer creating viewports that exceed intended display area.
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@ -1,9 +1,6 @@
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//TODO before release:
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// - remove UI dump input state
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// - VBL timing?
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// - Controls for Dirt Devils, and other recent games (is bass working?)
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// - Re-do cursors, make them larger
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// - Comment source code, clean up
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// - BOOL -> bool, TRUE/FALSE -> true/false
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// - Add option for building with /MD in MSVC Makefile
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// - Remove SUPERMODEL_SOUND
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@ -165,7 +162,8 @@ static bool CreateGLScreen(const char *caption, unsigned *xOffsetPtr, unsigned *
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return FAIL;
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}
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VideoInfo = SDL_GetVideoInfo(); // what resolution did we actually get?
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// What resolution did we actually get?
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VideoInfo = SDL_GetVideoInfo();
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// If required, fix the aspect ratio of the resolution that the user passed to match Model 3 ratio
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xRes = (float) *xResPtr;
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@ -220,6 +218,13 @@ static bool CreateGLScreen(const char *caption, unsigned *xOffsetPtr, unsigned *
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*xResPtr = (unsigned) xRes;
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*yResPtr = (unsigned) yRes;
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// Scissor box (to clip visible area)
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if (VideoInfo->current_w > *xResPtr || VideoInfo->current_h > *yResPtr)
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{
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glEnable(GL_SCISSOR_TEST);
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glScissor(xOffset, yOffset, xRes, yRes);
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}
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return 0;
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}
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