diff --git a/ui/ui_display.h b/ui/ui_display.h index 105c3baa..9298609a 100644 --- a/ui/ui_display.h +++ b/ui/ui_display.h @@ -117,16 +117,12 @@ void ui_display_discard(ui_display_t* win) { win->valid = false; } -static ui_display_quad_t ui_display_uv_quad(bool origin_top_left, bool portrait) { +static ui_display_quad_t ui_display_uv_quad(bool portrait) { ui_display_quad_t res = {}; res.v[0] = { 0, 0 }; res.v[1] = { 1, 0 }; res.v[2] = { 1, 1 }; res.v[3] = { 0, 1 }; - if (origin_top_left) { - res.v[0].y = res.v[1].y = 1; - res.v[2].y = res.v[3].y = 0; - } if (portrait) { ImVec2 v3 = res.v[3]; res.v[3] = res.v[2]; @@ -188,7 +184,7 @@ void ui_display_draw(ui_display_t* win, const ui_display_frame_t* frame) { // need to render the image via ImDrawList because we need to specify 4 uv coords ImDrawList* dl = ImGui::GetWindowDrawList(); const ui_display_quad_t p = ui_display_pos_quad(dim, pixel_aspect); - const ui_display_quad_t uv = ui_display_uv_quad(frame->origin_top_left, frame->portrait); + const ui_display_quad_t uv = ui_display_uv_quad(frame->portrait); dl->AddImageQuad(frame->tex, p.v[0], p.v[1], p.v[2], p.v[3], uv.v[0], uv.v[1], uv.v[2], uv.v[3], 0xFFFFFFFF); } ImGui::End();