Commit 4c535ac8 authored by Derk-Jan Hartman's avatar Derk-Jan Hartman

* revert [11512] closes #245

parent feebdf7d
...@@ -593,10 +593,10 @@ static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic ) ...@@ -593,10 +593,10 @@ static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic )
{ {
glEnable( VLCGL_TARGET ); glEnable( VLCGL_TARGET );
glBegin( GL_POLYGON ); glBegin( GL_POLYGON );
glTexCoord2f( 0.5, 0.5 ); glVertex2f( -1.0, 1.0 ); glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, 1.0 );
glTexCoord2f( f_width - 0.5, 0.5 ); glVertex2f( 1.0, 1.0 ); glTexCoord2f( f_width, 0.0 ); glVertex2f( 1.0, 1.0 );
glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex2f( 1.0, -1.0 ); glTexCoord2f( f_width, f_height ); glVertex2f( 1.0, -1.0 );
glTexCoord2f( 0.5, f_height - 0.5 ); glVertex2f( -1.0, -1.0 ); glTexCoord2f( 0.0, f_height ); glVertex2f( -1.0, -1.0 );
glEnd(); glEnd();
} }
else else
...@@ -607,36 +607,40 @@ static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic ) ...@@ -607,36 +607,40 @@ static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic )
glBegin( GL_QUADS ); glBegin( GL_QUADS );
/* Front */ /* Front */
glTexCoord2f( 0.5, 0.5 ); glVertex3f( - 1.0, 1.0, 1.0 ); glTexCoord2f( 0, 0 ); glVertex3f( - 1.0, 1.0, 1.0 );
glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( - 1.0, - 1.0, 1.0 ); glTexCoord2f( 0, f_height ); glVertex3f( - 1.0, - 1.0, 1.0 );
glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( 1.0, - 1.0, 1.0 ); glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, - 1.0, 1.0 );
glTexCoord2f( f_width - 0.5, 0.5 ); glVertex3f( 1.0, 1.0, 1.0 ); glTexCoord2f( f_width, 0 ); glVertex3f( 1.0, 1.0, 1.0 );
/* Left */ /* Left */
glTexCoord2f( 0.5, 0.5 ); glVertex3f( - 1.0, 1.0, - 1.0 ); glTexCoord2f( 0, 0 ); glVertex3f( - 1.0, 1.0, - 1.0 );
glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( - 1.0, - 1.0, - 1.0 ); glTexCoord2f( 0, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( - 1.0, - 1.0, 1.0 ); glTexCoord2f( f_width, f_height ); glVertex3f( - 1.0, - 1.0, 1.0 );
glTexCoord2f( f_width - 0.5, 0.5 ); glVertex3f( - 1.0, 1.0, 1.0 ); glTexCoord2f( f_width, 0 ); glVertex3f( - 1.0, 1.0, 1.0 );
/* Back */ /* Back */
glTexCoord2f( 0.5, 0.5 ); glVertex3f( 1.0, 1.0, - 1.0 ); glTexCoord2f( 0, 0 ); glVertex3f( 1.0, 1.0, - 1.0 );
glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( 1.0, - 1.0, - 1.0 ); glTexCoord2f( 0, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( - 1.0, - 1.0, - 1.0 ); glTexCoord2f( f_width, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width - 0.5, 0.5 ); glVertex3f( - 1.0, 1.0, - 1.0 ); glTexCoord2f( f_width, 0 ); glVertex3f( - 1.0, 1.0, - 1.0 );
/* Right */ /* Right */
glTexCoord2f( 0.5, 0.5 ); glVertex3f( 1.0, 1.0, 1.0 ); glTexCoord2f( 0, 0 ); glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( 1.0, - 1.0, 1.0 ); glTexCoord2f( 0, f_height ); glVertex3f( 1.0, - 1.0, 1.0 );
glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( 1.0, - 1.0, - 1.0 ); glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width - 0.5, 0.5 ); glVertex3f( 1.0, 1.0, - 1.0 ); glTexCoord2f( f_width, 0 ); glVertex3f( 1.0, 1.0, - 1.0 );
/* Top */ /* Top */
glTexCoord2f( 0.5, 0.5 ); glVertex3f( - 1.0, 1.0, - 1.0 ); glTexCoord2f( 0, 0 ); glVertex3f( - 1.0, 1.0, - 1.0 );
glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( - 1.0, 1.0, 1.0 ); glTexCoord2f( 0, f_height ); glVertex3f( - 1.0, 1.0, 1.0 );
glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( 1.0, 1.0, 1.0 ); glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( - 1.0, - 1.0, - 1.0 ); glTexCoord2f( f_width, 0 ); glVertex3f( 1.0, 1.0, - 1.0 );
glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width - 0.5, 0.5 ); glVertex3f( 1.0, - 1.0, 1.0 ); /* Bottom */
glTexCoord2f( 0, 0 ); glVertex3f( - 1.0, - 1.0, 1.0 );
glTexCoord2f( 0, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width, 0 ); glVertex3f( 1.0, - 1.0, 1.0 );
glEnd(); glEnd();
} }
......
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