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#Actualzgintasz

Posted 29 March 2013 - 02:57 AM

Finally, I got this fixed. I just changed

mouse.Y = viewport[3] - y;

to

mouse.Y = y + (ClientRectangle.Height - glview.Size.Height);

 

still not very accurate but not very bad.


#1zgintasz

Posted 29 March 2013 - 02:57 AM

Finally, I got this fixed. I just changed

mouse.Y = viewport[3] - y;

to

mouse.Y = y + (ClientRectangle.Height - glview.Size.Height);

 

still not very accurate but not very bad.


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