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Base FOV adapting on screen resolution instead of viewport resolution.
By doing this we still adapt to widescreen resolutions automatically, but we now keep the horizontal FOV a constant for any given resolution. E.g. if the aspect of the viewport changes (for instance when the user changes the statusbar from transparent to solid) we adapt the vertical FOV instead of the horizontal FOV (like original GLQuake does). For any 4:3 screen resolution quakespasm now behaves the same with or without fov_adapt set, regardless of viewport size/aspect. This fixes the issue reported by mh at http://forums.inside3d.com/viewtopic.php?f=1&t=5166. git-svn-id: http://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@872 af15c1b1-3010-417e-b628-4374ebc0bcbd
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@ -321,7 +321,7 @@ static void SCR_CalcRefdef (void)
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r_refdef.vrect.y = (glheight - sb_lines - r_refdef.vrect.height)/2;
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r_refdef.vrect.y = (glheight - sb_lines - r_refdef.vrect.height)/2;
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//johnfitz
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//johnfitz
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r_refdef.fov_x = AdaptFovx(scr_fov.value, r_refdef.vrect.width, r_refdef.vrect.height);
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r_refdef.fov_x = AdaptFovx(scr_fov.value, vid.width, vid.height);
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r_refdef.fov_y = CalcFovy (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
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r_refdef.fov_y = CalcFovy (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
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scr_vrect = r_refdef.vrect;
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scr_vrect = r_refdef.vrect;
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