Index: branches/2d-recalc/src/lib/gui/gl_gui/glmenu/glmenu_imagescreen.cc
===================================================================
--- branches/2d-recalc/src/lib/gui/gl_gui/glmenu/glmenu_imagescreen.cc	(revision 5379)
+++ branches/2d-recalc/src/lib/gui/gl_gui/glmenu/glmenu_imagescreen.cc	(revision 5380)
@@ -200,4 +200,5 @@
 /**
  *  draws the ImageScreen to the screenbuffer
+ * @todo redesign this whole function, as it is deprecated.
 */
 void GLMenuImageScreen::draw ()
@@ -209,18 +210,18 @@
 
   /* screen size */
-  int screenWidth = GraphicsEngine::getInstance()->getResolutionX();
-  int screenHeight = GraphicsEngine::getInstance()->getResolutionY();
-
-  int imageWidth = (int)(screenWidth * this->scaleX);
-  int imageHeight = (int)(screenHeight * this->scaleY);
-
-  int offsetX = (int)(this->offsetX * screenWidth);
-  int offsetY = (int)(this->offsetY * screenHeight);
+  float screenWidth = 1;//GraphicsEngine::getInstance()->getResolutionX();
+  float screenHeight = 1;//GraphicsEngine::getInstance()->getResolutionY();
+
+  float imageWidth = (screenWidth * this->scaleX);
+  float imageHeight = (screenHeight * this->scaleY);
+
+  float offsetX = (this->offsetX * screenWidth);
+  float offsetY = (this->offsetY * screenHeight);
 
   /* loadbar pos */
-  int barX = (int)(this->barX *screenWidth);
-  int barY = (int)(this->barY *screenHeight);
-  int barW = (int)(this->barW *screenWidth);
-  int barH = (int)(this->barH *screenHeight);
+  float barX = (this->barX *screenWidth);
+  float barY = (this->barY *screenHeight);
+  float barW = (this->barW *screenWidth);
+  float barH = (this->barH *screenHeight);
 
   float val = (float)this->currentValue/(float)this->maxValue;
@@ -234,8 +235,8 @@
   backMat->select();
   glBegin(GL_TRIANGLE_STRIP);
-  glTexCoord2i(0, 1); glVertex2i(offsetX, offsetY + imageHeight);
-  glTexCoord2i(1, 1); glVertex2i(offsetX +imageWidth, offsetY + imageHeight);
-  glTexCoord2i(0, 0); glVertex2i(offsetX, offsetY);
-  glTexCoord2i(1, 0); glVertex2i(offsetX + imageWidth, offsetY);
+  glTexCoord2i(0, 1); glVertex2f(offsetX, offsetY + imageHeight);
+  glTexCoord2i(1, 1); glVertex2f(offsetX +imageWidth, offsetY + imageHeight);
+  glTexCoord2i(0, 0); glVertex2f(offsetX, offsetY);
+  glTexCoord2i(1, 0); glVertex2f(offsetX + imageWidth, offsetY);
   glEnd();
 
@@ -244,8 +245,8 @@
   glBegin(GL_LINE_LOOP);
   glColor3f(1.0, 1.0, 1.0);
-  glVertex2i(barX - 2, barY - 2);
-  glVertex2i(barX + barW + 2, barY - 2);
-  glVertex2i(barX + barW + 2, barY + barH + 2);
-  glVertex2i(barX - 2, barY + barH + 2);
+  glVertex2f(barX - .01, barY - .01);
+  glVertex2f(barX + barW + .01, barY - .01);
+  glVertex2f(barX + barW + .01, barY + barH + .01);
+  glVertex2f(barX - .01, barY + barH + .01);
   glColor3f(1.0, 1.0, 1.0);
   glEnd();
@@ -254,8 +255,8 @@
   barMat->select();
   glBegin(GL_TRIANGLE_STRIP);
-  glTexCoord2f(0,   1); glVertex2i(barX, barY + barH);
-  glTexCoord2f(val, 1); glVertex2i(barX + (int)(val * this->barW * (float)screenWidth), barY + barH);
-  glTexCoord2f(0,   0); glVertex2i(barX, barY);
-  glTexCoord2f(val, 0); glVertex2i(barX + (int)(val * this->barW * (float)screenWidth), barY);
+  glTexCoord2f(0,   1); glVertex2f(barX, barY + barH);
+  glTexCoord2f(val, 1); glVertex2f(barX + (val * this->barW * (float)screenWidth), barY + barH);
+  glTexCoord2f(0,   0); glVertex2f(barX, barY);
+  glTexCoord2f(val, 0); glVertex2f(barX + (val * this->barW * (float)screenWidth), barY);
   glEnd();
 
@@ -263,8 +264,8 @@
     glBegin(GL_QUADS);
     glColor3f(0.0, 0.0, 0.0);
-    glVertex2i(barX, barY);
-    glVertex2i(barX + barWidth, barY);
-    glVertex2i(barX + barWidth, barY + barHeight);
-    glVertex2i(barX, barY + barHeight);
+    glVertex2f(barX, barY);
+    glVertex2f(barX + barWidth, barY);
+    glVertex2f(barX + barWidth, barY + barHeight);
+    glVertex2f(barX, barY + barHeight);
     glColor3f(1.0, 1.0, 1.0);
     glEnd();
@@ -273,8 +274,8 @@
     glBegin(GL_QUADS);
     glColor3f(0.0, 0.0, 0.0);
-    glVertex2i(barX-1, barY-1);
-    glVertex2i(barX + barWidth +1, barY-1);
-    glVertex2i(barX + barWidth+1, barY + barHeight+1);
-    glVertex2i(barX - 1, barY + barHeight +1);
+    glVertex2f(barX-1, barY-1);
+    glVertex2f(barX + barWidth +1, barY-1);
+    glVertex2f(barX + barWidth+1, barY + barHeight+1);
+    glVertex2f(barX - 1, barY + barHeight +1);
     glColor3f(1.0, 1.0, 1.0);
     glEnd();
