v2 += origin;
float alpha = (float)((quad_count-1) - i) / (float)quad_count;
- dsys::overlay(tex, v1, v2, Color(1.0f, 1.0f, 1.0f, alpha), false);
+ dsys::overlay(tex, v1, v2, Color(1.0f, 1.0f, 1.0f, alpha), 0, false);
scale += dscale;
}
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
-
+
+ float aspect = (float)fxwt::screenx / fxwt::screeny;
+ float offs = (1.333333333f - aspect) / 2.0f;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
- glOrtho(0.0, 1.0, 1.0, 0.0, 0.0, 1.0);
+ glOrtho(offs, 1.0 - offs, 1.0, 0.0, 0.0, 1.0);
set_lighting(false);
set_zbuffering(false);