The matrices have already been set, so you don't have to re-set them.
You always need to reset the viewport when activating the renderer in
case the context had been set to a different window previously.
--- a/src/video/SDL_renderer_gl.c Fri Dec 05 06:19:49 2008 +0000
+++ b/src/video/SDL_renderer_gl.c Fri Dec 05 06:22:19 2008 +0000
@@ -121,7 +121,6 @@
typedef struct
{
SDL_GLContext context;
- SDL_bool updateSize;
SDL_bool GL_ARB_texture_rectangle_supported;
SDL_bool GL_EXT_paletted_texture_supported;
int blendMode;
@@ -358,7 +357,10 @@
} else {
data->glEnable(GL_TEXTURE_2D);
}
- data->updateSize = SDL_TRUE;
+ data->glMatrixMode(GL_PROJECTION);
+ data->glLoadIdentity();
+ data->glMatrixMode(GL_MODELVIEW);
+ data->glLoadIdentity();
return renderer;
}
@@ -372,16 +374,9 @@
if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
return -1;
}
- if (data->updateSize) {
- data->glMatrixMode(GL_PROJECTION);
- data->glLoadIdentity();
- data->glMatrixMode(GL_MODELVIEW);
- data->glLoadIdentity();
- data->glViewport(0, 0, window->w, window->h);
- data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0,
- 0.0, 1.0);
- data->updateSize = SDL_FALSE;
- }
+ data->glViewport(0, 0, window->w, window->h);
+ data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0,
+ 1.0);
return 0;
}
@@ -389,9 +384,11 @@
GL_DisplayModeChanged(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ SDL_Window *window = SDL_GetWindowFromID(renderer->window);
- data->updateSize = SDL_TRUE;
- return 0;
+ data->glViewport(0, 0, window->w, window->h);
+ data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0,
+ 1.0);
}
static __inline__ int