fix latent viewport bug
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@@ -357,7 +357,7 @@ void RageDisplay::SetViewport(int shift_left, int shift_down)
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/* left and down are on a 0..SCREEN_WIDTH, 0..SCREEN_HEIGHT scale.
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/* left and down are on a 0..SCREEN_WIDTH, 0..SCREEN_HEIGHT scale.
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* Scale them to the actual viewport range. */
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* Scale them to the actual viewport range. */
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shift_left = int( shift_left * float(g_CurrentWidth) / SCREEN_WIDTH );
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shift_left = int( shift_left * float(g_CurrentWidth) / SCREEN_WIDTH );
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shift_down = int( shift_down * float(g_CurrentWidth) / SCREEN_WIDTH );
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shift_down = int( shift_down * float(g_CurrentHeight) / SCREEN_HEIGHT );
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D3DVIEWPORT8 viewData = { shift_left, -shift_down, g_CurrentWidth, g_CurrentHeight, 0.f, 1.f };
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D3DVIEWPORT8 viewData = { shift_left, -shift_down, g_CurrentWidth, g_CurrentHeight, 0.f, 1.f };
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g_pd3dDevice->SetViewport( &viewData );
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g_pd3dDevice->SetViewport( &viewData );
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@@ -293,7 +293,7 @@ void RageDisplay::SetViewport(int shift_left, int shift_down)
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/* left and down are on a 0..SCREEN_WIDTH, 0..SCREEN_HEIGHT scale.
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/* left and down are on a 0..SCREEN_WIDTH, 0..SCREEN_HEIGHT scale.
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* Scale them to the actual viewport range. */
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* Scale them to the actual viewport range. */
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shift_left = int( shift_left * float(wind->GetWidth()) / SCREEN_WIDTH );
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shift_left = int( shift_left * float(wind->GetWidth()) / SCREEN_WIDTH );
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shift_down = int( shift_down * float(wind->GetWidth()) / SCREEN_WIDTH );
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shift_down = int( shift_down * float(wind->GetHeight()) / SCREEN_HEIGHT );
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glViewport(shift_left, -shift_down, wind->GetWidth(), wind->GetHeight());
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glViewport(shift_left, -shift_down, wind->GetWidth(), wind->GetHeight());
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}
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}
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