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SDL_GPU renderer: Make projection matrix identical to the other renderers

Michael Ragazzon 4 mēneši atpakaļ
vecāks
revīzija
5c8ec81ae3
1 mainītis faili ar 1 papildinājumiem un 1 dzēšanām
  1. 1 1
      Backends/RmlUi_Renderer_SDL_GPU.cpp

+ 1 - 1
Backends/RmlUi_Renderer_SDL_GPU.cpp

@@ -221,7 +221,7 @@ void RenderInterface_SDL_GPU::BeginFrame(SDL_GPUCommandBuffer* command_buffer, S
 	this->swapchain_texture = swapchain_texture;
 	swapchain_width = width;
 	swapchain_height = height;
-	proj = Matrix4f::ProjectOrtho(0.0f, static_cast<float>(width), static_cast<float>(height), 0.0f, 0.0f, 1.0f);
+	proj = Matrix4f::ProjectOrtho(0.0f, static_cast<float>(width), static_cast<float>(height), 0.0f, -10'000.f, 10'000.f);
 	SetTransform(nullptr);
 	EnableScissorRegion(false);
 }