as a workaround, hardcode the font offset in the xy window again
git-svn-id: svn://svn.icculus.org/netradiant/trunk@350 61c419a2-8eb2-4b30-bcec-8cead039b335
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@ -1842,7 +1842,9 @@ void XYWnd::XY_DrawGrid(void) {
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// draw coordinate text if needed
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// draw coordinate text if needed
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if ( g_xywindow_globals_private.show_coordinates) {
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if ( g_xywindow_globals_private.show_coordinates) {
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glColor3fv(vector3_to_array(g_xywindow_globals.color_gridtext));
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glColor3fv(vector3_to_array(g_xywindow_globals.color_gridtext));
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float offx = m_vOrigin[nDim2] + h - (1 + GlobalOpenGL().m_fontAscent) / m_fScale;
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// why does this not work on windows:
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// float offx = m_vOrigin[nDim2] + h - (1 + GlobalOpenGL().m_fontAscent) / m_fScale;
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float offx = m_vOrigin[nDim2] + h - 14 / m_fScale;
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float offy = m_vOrigin[nDim1] - w + 1 / m_fScale;
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float offy = m_vOrigin[nDim1] - w + 1 / m_fScale;
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for (x = xb - fmod(xb, stepx); x <= xe ; x += stepx) {
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for (x = xb - fmod(xb, stepx); x <= xe ; x += stepx) {
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glRasterPos2f (x, offx);
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glRasterPos2f (x, offx);
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