glViewport(0, screen->h - lightmap_height, lightmap_width, lightmap_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
+#ifdef GL_VERSION_ES_CM_1_0
+ glOrthof(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
+#else
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
+#endif
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, screen->w, screen->h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
+#ifdef GL_VERSION_ES_CM_1_0
+ glOrthof(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
+#else
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
+#endif
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_BLEND);
glLoadIdentity();
// logical resolution here not real monitor resolution
+#ifdef GL_VERSION_ES_CM_1_0
+ glOrthof(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
+#else
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
+#endif
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
+#ifdef GL_VERSION_ES_CM_1_0
+ glOrthof(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
+#else
+ glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
+#endif
}
} // namespace GL