// position.
D3DXMATRIX flipY, translate, mtxView;
D3DXMatrixScaling(&flipY, 1.0f, -1.0f, 1.0f);
- D3DXMatrixTranslation(&translate, -(viewport.X + w + offset.x), -(viewport.Y + h + offset.y), 2*h);
+ D3DXMatrixTranslation(&translate, -(w + offset.x), -(h + offset.y), 2*h);
D3DXMatrixMultiply(&mtxView, &translate, &flipY);
m_pD3DDevice->SetTransform(D3DTS_VIEW, &mtxView);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- glTranslatef(-(viewport[0] + w + offset.x), +(viewport[1] + h + offset.y), 0);
+ glTranslatef(-(w + offset.x), +(h + offset.y), 0);
gluLookAt(0.0, 0.0, -2.0*h, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
g_matrices.MatrixMode(MM_MODELVIEW);
g_matrices.LoadIdentity();
- g_matrices.Translatef(-(viewport[0] + w + offset.x), +(viewport[1] + h + offset.y), 0);
+ g_matrices.Translatef(-(w + offset.x), +(h + offset.y), 0);
g_matrices.LookAt(0.0, 0.0, -2.0*h, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0);
g_matrices.MatrixMode(MM_PROJECTION);
g_matrices.LoadIdentity();