Fix for 4:3 ratio (OpenGL full screen)
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@@ -51,7 +51,7 @@ extern unsigned char cvidmode;
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int gl_inited = 0;
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unsigned short *glvidbuffer = 0;
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int glvbtexture[1];
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float ratiox = 1.0;
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//float ratiox = 1.0;
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int UseOpenGL = 0;
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int glfilters = GL_NEAREST;
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extern Uint8 BilinearFilter;
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@@ -1011,10 +1011,12 @@ void drawscreenwin(void)
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glfilters = GL_NEAREST;
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}
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/*
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if (FullScreen)
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ratiox = 0.875;
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else
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ratiox = 1.0;
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*/
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glClear(GL_COLOR_BUFFER_BIT);
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glLoadIdentity();
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@@ -1026,10 +1028,10 @@ void drawscreenwin(void)
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glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glvidbuffer);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-ratiox, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( ratiox, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 2.240/2.560); glVertex3f( ratiox, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 2.240/2.560); glVertex3f(-ratiox, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 2.240/2.560); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 2.240/2.560); glVertex3f(-1.0f, -1.0f, -1.0f);
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glEnd();
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} else {
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