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Switched back to old projection matrix for less warping
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@ -506,7 +506,7 @@ void R_SetupProjectionMatrix( viewDef_t* viewDef, bool doJitter )
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float* projectionMatrix = doJitter ? viewDef->projectionMatrix : viewDef->unjitteredProjectionMatrix;
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#if 0
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#if 1
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float ymax = zNear * tan( viewDef->renderView.fov_y * idMath::PI / 360.0f );
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float ymin = -ymax;
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