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Fix for the zooming fov cross-eyed issue
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parent
6a09e2d411
commit
67e1d61214
2 changed files with 14 additions and 23 deletions
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@ -21,11 +21,9 @@ extern "C" {
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#include <client_ui.h>
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#ifdef JK2_MODE
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#include "../OpenJK/codeJK2/game/weapons.h"
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#else
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#include "../OpenJK/code/game/weapons.h"
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#include "../OpenJK/code/game/g_vehicles.h"
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#include "game/weapons.h"
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#ifndef JK2_MODE
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#include "game/g_vehicles.h"
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#endif
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@ -461,10 +459,10 @@ bool VR_GetVRProjection(int eye, float zNear, float zFar, float zZoomX, float zZ
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}
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XrFovf fov = gAppState.Views[eye].fov;
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fov.angleLeft /= zZoomX;
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fov.angleRight /= zZoomX;
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fov.angleUp /= zZoomY;
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fov.angleDown /= zZoomY;
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fov.angleLeft = atanf((tanf(fov.angleLeft) / zZoomX));
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fov.angleRight = atanf((tanf(fov.angleRight) / zZoomX));
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fov.angleUp = atanf((tanf(fov.angleUp) / zZoomY));
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fov.angleDown = atanf((tanf(fov.angleDown) / zZoomY));
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XrMatrix4x4f_CreateProjectionFov(
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(XrMatrix4x4f*)projection, GRAPHICS_OPENGL,
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@ -280,18 +280,10 @@ void VR_Init()
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}
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vr.menu_right_handed = vr_control_scheme->integer == 0;
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Cvar_Get ("openXRHMD", gAppState.OpenXRHMD, CVAR_ARCHIVE);
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}
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int VR_SetRefreshRate(int refreshRate)
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{
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// if (strstr(gAppState.OpenXRHMD, "meta") != NULL)
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// {
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// OXR(gAppState.pfnRequestDisplayRefreshRate(gAppState.Session, (float) refreshRate));
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// return refreshRate;
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// }
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return 0;
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}
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@ -324,10 +316,11 @@ bool VR_GetVRProjection(int eye, float zNear, float zFar, float zZoomX, float zZ
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}
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XrFovf fov = gAppState.Views[eye].fov;
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fov.angleLeft /= zZoomX;
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fov.angleRight /= zZoomX;
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fov.angleUp /= zZoomY;
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fov.angleDown /= zZoomY;
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fov.angleLeft = atanf((tanf(fov.angleLeft) / zZoomX));
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fov.angleRight = atanf((tanf(fov.angleRight) / zZoomX));
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fov.angleUp = atanf((tanf(fov.angleUp) / zZoomY));
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fov.angleDown = atanf((tanf(fov.angleDown) / zZoomY));
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XrMatrix4x4f_CreateProjectionFov(
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(XrMatrix4x4f*)projection, GRAPHICS_OPENGL,
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