michael sephton wrote:
> glLoadIdentity();
> glViewport(0,0,w(),h());
> glMatrixMode(GL_PROJECTION);
> glLoadIdentity();
> ortho();
Not sure if this is related, but FWIW, Fl_Gl_Window::ortho()
is implemented as:
GLint v[2];
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, v);
glLoadIdentity();
glViewport(w()-v[0], h()-v[1], v[0], v[1]);
glOrtho(w()-v[0], w(), h()-v[1], h(), -1, 1);
..which may be undermining your own glViewport() command.
Maybe you want to use glOrtho() in place of ortho()?
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