safeSetColorA( 255, 255, 255, weather == WorldWeather::Snowy ? 150 : 255 - worldShade * 4);
glBegin( GL_QUADS );
- glTexCoord2i( 0, 0 ); glVertex2i( offset.x - SCREEN_WIDTH/2, SCREEN_HEIGHT );
- glTexCoord2i( 1, 0 ); glVertex2i( offset.x + SCREEN_WIDTH/2, SCREEN_HEIGHT );
- glTexCoord2i( 1, 1 ); glVertex2i( offset.x + SCREEN_WIDTH/2, 0 );
- glTexCoord2i( 0, 1 ); glVertex2i( offset.x - SCREEN_WIDTH/2, 0 );
+ glTexCoord2i( 0, 0 ); glVertex2i( offset.x - SCREEN_WIDTH/2-5, SCREEN_HEIGHT );
+ glTexCoord2i( 1, 0 ); glVertex2i( offset.x + SCREEN_WIDTH/2+5, SCREEN_HEIGHT );
+ glTexCoord2i( 1, 1 ); glVertex2i( offset.x + SCREEN_WIDTH/2+5, 0 );
+ glTexCoord2i( 0, 1 ); glVertex2i( offset.x - SCREEN_WIDTH/2-5, 0 );
glEnd();
bgTex->bindNext();