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opengl: padding is done via ortho matrix rather than viewport
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@ -975,10 +975,10 @@ fn setScreenSize(self: *OpenGL, dim: renderer.ScreenSize) !void {
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// Update our viewport for this context to be the entire window.
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// Update our viewport for this context to be the entire window.
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// OpenGL works in pixels, so we have to use the pixel size.
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// OpenGL works in pixels, so we have to use the pixel size.
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try gl.viewport(
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try gl.viewport(
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@floatToInt(i32, padding.left),
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0,
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@floatToInt(i32, padding.bottom),
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0,
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@intCast(i32, padded_dim.width),
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@intCast(i32, dim.width),
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@intCast(i32, padded_dim.height),
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@intCast(i32, dim.height),
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);
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);
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// Update the projection uniform within our shader
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// Update the projection uniform within our shader
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@ -990,10 +990,10 @@ fn setScreenSize(self: *OpenGL, dim: renderer.ScreenSize) !void {
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// 2D orthographic projection with the full w/h
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// 2D orthographic projection with the full w/h
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math.ortho2d(
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math.ortho2d(
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0,
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-1 * padding.left,
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@intToFloat(f32, padded_dim.width),
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@intToFloat(f32, padded_dim.width),
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@intToFloat(f32, padded_dim.height),
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@intToFloat(f32, padded_dim.height),
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0,
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-1 * padding.top,
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),
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),
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);
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);
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}
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}
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