v = vertex_data+(y*(t+1)+x)*4;
v[2] = (monitor->x+xf*monitor->width)/screen->width;
- v[3] = (monitor->y+yf*monitor->height)/screen->height;
+ v[3] = ((float)screen->height-monitor->y-monitor->height+yf*monitor->height)/screen->height;
z = sqrt(0.25f-(xf-0.5f)*(xf-0.5f)*4.0f*cyl_w_sq)-0.5f+monitor->cylinder_depth;
if(monitor->keystone_vertical>0)
continue;
glUniform4f(screen->geometry_loc,
- (float)monitor->x/screen->width, (float)monitor->y/screen->height,
+ (float)monitor->x/screen->width, ((float)screen->height-monitor->y-monitor->height)/screen->height,
(float)monitor->width/screen->width, (float)monitor->height/screen->height);
glBindVertexArray(monitor->vertex_array);