e4665547a8
Until now the softrenderer calculated the fov relative to a hard coded aspect of 4/3. That's wrong, because we're supporting arbitrary aspects and we aren't calculating a fov but just a scaling factor to the global fov which takes the aspect into the account. Fix this by not taking any aspect calculations into account. BUT: While this renders the gun with a correct perspective it's positioned much nearer to the camera / player then in the GL renderers. The GL renderers work around that problem by enforcing a minimal Z distance of 4 units, which can't do because we're just calculating a scaling factor... |
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README.md |
Yamagi Quake II
This is the Yamagi Quake II Client, an enhanced version of id Software's Quake II with focus on offline and coop gameplay. Both the gameplay and the graphics are unchanged, but many bugs if the last official release were fixed and some nice to have features like widescreen support and a modern OpenGL 3.2 renderer were added. Unlike most other Quake II source ports Yamagi Quake II is fully 64 bit clean. It works perfectly on modern processors and operating systems. Yamagi Quake II runs on nearly all common platforms; including FreeBSD, Linux, OpenBSD, Windows and OS X (experimental).
This code is build upon Icculus Quake II, which itself is based on Quake II 3.21. Yamagi Quake II is released under the terms of the GPL version 2. See the LICENSE file for further information.
Documentation
Before asking any questions read through the documentation! The current version can be found here: doc/01_index.md
Releases
The official releases (including Windows binaries) can be found at our homepage: https://www.yamagi.org/quake2