glUniform4f(uniColLoc, col[0] / 255.0f, col[1] / 255.0f, col[2] / 255.0f, col[3] / 255.0f);
- // Setup vertex position values
- #define ROUND_TO_PIXEL(x) (float)(MathUtils::round_int(x))
- ver[0][0] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalXCoord(rect.x1, rect.y1));
- ver[0][1] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalYCoord(rect.x1, rect.y1));
- ver[0][2] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalZCoord(rect.x1, rect.y1));
- ver[1][0] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalXCoord(rect.x2, rect.y1));
- ver[1][1] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalYCoord(rect.x2, rect.y1));
- ver[1][2] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalZCoord(rect.x2, rect.y1));
- ver[2][0] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalXCoord(rect.x2, rect.y2));
- ver[2][1] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalYCoord(rect.x2, rect.y2));
- ver[2][2] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalZCoord(rect.x2, rect.y2));
- ver[3][0] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalXCoord(rect.x1, rect.y2));
- ver[3][1] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalYCoord(rect.x1, rect.y2));
- ver[3][2] = ROUND_TO_PIXEL(g_graphicsContext.ScaleFinalZCoord(rect.x1, rect.y2));
+ ver[0][0] = ver[3][0] = rect.x1;
+ ver[0][1] = ver[1][1] = rect.y1;
+ ver[1][0] = ver[2][0] = rect.x2;
+ ver[2][1] = ver[3][1] = rect.y2;
+ ver[0][2] = ver[1][2] = ver[2][2] = ver[3][2]= 0;
+
if (texture)
{
// Setup texture coordinates