don't hardcode screen sizes
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f2725791d8
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f75106c61b
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@ -223,8 +223,6 @@ void GLDrawing_DrawScreen()
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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float scwidth, scheight;
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float scwidth, scheight;
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scwidth = 512;
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scheight = 384;
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float x0, y0, x1, y1;
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float x0, y0, x1, y1;
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float s0, s1, s2, s3;
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float s0, s1, s2, s3;
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@ -241,6 +239,9 @@ void GLDrawing_DrawScreen()
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x1 = TopScreenRect.X + TopScreenRect.Width;
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x1 = TopScreenRect.X + TopScreenRect.Width;
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y1 = TopScreenRect.Y + TopScreenRect.Height;
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y1 = TopScreenRect.Y + TopScreenRect.Height;
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scwidth = 256 << ScreenScale[0];
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scheight = 192 << ScreenScale[0];
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switch (ScreenRotation)
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switch (ScreenRotation)
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{
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{
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case 0:
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case 0:
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@ -279,13 +280,14 @@ void GLDrawing_DrawScreen()
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SETVERTEX(4, x0, y1, s2, t2);
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SETVERTEX(4, x0, y1, s2, t2);
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SETVERTEX(5, x1, y1, s3, t3);
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SETVERTEX(5, x1, y1, s3, t3);
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// TODO: adjust scwidth/scheight
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x0 = BottomScreenRect.X;
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x0 = BottomScreenRect.X;
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y0 = BottomScreenRect.Y;
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y0 = BottomScreenRect.Y;
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x1 = BottomScreenRect.X + BottomScreenRect.Width;
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x1 = BottomScreenRect.X + BottomScreenRect.Width;
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y1 = BottomScreenRect.Y + BottomScreenRect.Height;
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y1 = BottomScreenRect.Y + BottomScreenRect.Height;
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scwidth = 256 << ScreenScale[1];
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scheight = 192 << ScreenScale[1];
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switch (ScreenRotation)
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switch (ScreenRotation)
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{
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{
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case 0:
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case 0:
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