WINTERMUTE: Store fov in member variable during 3d setup
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2 changed files with 6 additions and 4 deletions
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@ -175,12 +175,12 @@ bool BaseRenderOpenGL3D::drawRect(int x1, int y1, int x2, int y2, uint32 color,
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return true;
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}
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bool BaseRenderOpenGL3D::setProjection(float fov) {
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bool BaseRenderOpenGL3D::setProjection() {
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// is the viewport already set here?
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float viewportWidth = _viewportRect.right - _viewportRect.left;
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float viewportHeight = _viewportRect.bottom - _viewportRect.top;
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float verticalViewAngle = fov;
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float verticalViewAngle = _fov;
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float aspectRatio = float(viewportWidth) / float(viewportHeight);
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float nearPlane = 1.0f;
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float farPlane = 10000.0f;
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@ -313,7 +313,8 @@ bool BaseRenderOpenGL3D::setup3D(Camera3D* camera, bool force) {
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glEnable(GL_BLEND);
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glAlphaFunc(GL_GEQUAL, 0x08);
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setProjection(camera->_fov);
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_fov = camera->_fov;
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setProjection();
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Math::Matrix4 viewMatrix;
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camera->getViewMatrix(&viewMatrix);
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