and now complex stuff works..... woot!
SVN revision: 43656
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@ -80,10 +80,11 @@ _evas_gl_common_viewport_set(Evas_GL_Context *gc)
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h = gc->shader.surface->h;
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m = -1;
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}
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if ((!gc->change.size) ||
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((gc->shared->w == w) && (gc->shared->h == gc->h)))
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((gc->shared->w == w) && (gc->shared->h == h)))
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return;
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gc->shared->w = w;
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gc->shared->h = h;
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gc->change.size = 0;
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@ -91,10 +92,8 @@ _evas_gl_common_viewport_set(Evas_GL_Context *gc)
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glViewport(0, 0, w, h);
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matrix_ident(proj);
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if (m == 1)
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matrix_ortho(proj, 0, w, 0, h, -1.0, 1.0);
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else
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matrix_ortho(proj, 0, w, h, 0, -1.0, 1.0);
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if (m == 1) matrix_ortho(proj, 0, w, 0, h, -1.0, 1.0);
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else matrix_ortho(proj, 0, w, h, 0, -1.0, 1.0);
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glUseProgram(gc->shared->shader.rect.prog);
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glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.rect.prog, "mvp"), 1,
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@ -307,13 +306,9 @@ evas_gl_common_context_target_surface_set(Evas_GL_Context *gc,
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// FIXME: viewport goopies
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gc->change.size = 1;
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if (gc->shader.surface == gc->def_surface)
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{
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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else
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{
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, surface->tex->pt->fb);
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}
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, surface->tex->pt->fb);
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_evas_gl_common_viewport_set(gc);
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#endif
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}
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