…for distortion correction when harnessing an OpenGL renderer to a Direct3D DirectMode renderer.
This was scaling by the D factor, which it should not have been. It also did not need to be done at all; apparently the buffer flipping elsewhere in the system takes care of this properly without requiring flipping of the COP here.
Validated this using OpenGL and OpenGL/Direct3D displays, one on the monitor and one on a DK2.
…for distortion correction when harnessing an OpenGL renderer to a Direct3D DirectMode renderer.
This was scaling by the D factor, which it should not have been. It also did not need to be done at all; apparently the buffer flipping elsewhere in the system takes care of this properly without requiring flipping of the COP here.
Validated this using OpenGL and OpenGL/Direct3D displays, one on the monitor and one on a DK2.