static int GL_UpdateViewport(SDL_Renderer * renderer) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; if (SDL_CurrentContext != data->context) { /* We'll update the viewport after we rebind the context */ return 0; } data->glViewport(renderer->viewport.x, renderer->viewport.y, renderer->viewport.w, renderer->viewport.h); data->glMatrixMode(GL_PROJECTION); data->glLoadIdentity(); data->glOrtho((GLdouble) 0, (GLdouble) renderer->viewport.w, (GLdouble) renderer->viewport.h, (GLdouble) 0, 0.0, 1.0); return 0; }