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0cc470c)
to keep borders black when centered
b=((GLclampf)BLUE(gpuData[0]))/255.0f;\r
r=((GLclampf)RED(gpuData[0]))/255.0f;\r
\r
b=((GLclampf)BLUE(gpuData[0]))/255.0f;\r
r=((GLclampf)RED(gpuData[0]))/255.0f;\r
\r
- glDisable(GL_SCISSOR_TEST); glError();\r
+ //glDisable(GL_SCISSOR_TEST); glError();\r
glClearColor(r,g,b,1.0f); glError();\r
glClear(uiBufferBits); glError();\r
gl_z=0.0f;\r
glClearColor(r,g,b,1.0f); glError();\r
glClear(uiBufferBits); glError();\r
gl_z=0.0f;\r
- glEnable(GL_SCISSOR_TEST); glError();\r
+ //glEnable(GL_SCISSOR_TEST); glError();\r
SetRenderMode((unsigned long)0x01000000, FALSE);\r
vertex[0].c.lcol=gpuData[0]|0xff000000;\r
SETCOL(vertex[0]); \r
SetRenderMode((unsigned long)0x01000000, FALSE);\r
vertex[0].c.lcol=gpuData[0]|0xff000000;\r
SETCOL(vertex[0]); \r
- glDisable(GL_SCISSOR_TEST); glError();\r
+ //glDisable(GL_SCISSOR_TEST); glError();\r
PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
- glEnable(GL_SCISSOR_TEST); glError();\r
+ //glEnable(GL_SCISSOR_TEST); glError();\r