mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
GL aspect ratio adjustments
This commit is contained in:
parent
7070bded77
commit
7bdbaaff22
2 changed files with 4 additions and 10 deletions
|
@ -120,7 +120,7 @@ angle_t FGLRenderer::FrustumAngle()
|
|||
|
||||
// ok, this is a gross hack that barely works...
|
||||
// but at least it doesn't overestimate too much...
|
||||
double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/BaseRatioSizes[WidescreenRatio][3]/90.0;
|
||||
double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/AspectMultiplier(WidescreenRatio)/90.0;
|
||||
angle_t a1 = DAngle(floatangle).BAMs();
|
||||
if (a1>=ANGLE_180) return 0xffffffff;
|
||||
return a1;
|
||||
|
@ -917,14 +917,10 @@ void FGLRenderer::RenderView (player_t* player)
|
|||
NoInterpolateView = saved_niv;
|
||||
|
||||
|
||||
// I stopped using BaseRatioSizes here because the information there wasn't well presented.
|
||||
// 4:3 16:9 16:10 17:10 5:4
|
||||
static float ratios[]={1.333333f, 1.777777f, 1.6f, 1.7f, 1.25f, 1.7f, 2.333333f};
|
||||
|
||||
// now render the main view
|
||||
float fovratio;
|
||||
float ratio = ratios[WidescreenRatio];
|
||||
if (! Is54Aspect(WidescreenRatio))
|
||||
float ratio = WidescreenRatio;
|
||||
if (WidescreenRatio >= 1.3f)
|
||||
{
|
||||
fovratio = 1.333333f;
|
||||
}
|
||||
|
|
|
@ -81,8 +81,6 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
|
|||
float scale;
|
||||
float scalex;
|
||||
float ftexturemid;
|
||||
// 4:3 16:9 16:10 17:10 5:4 17:10 21:9
|
||||
static float xratio[] = {1.f, 3.f/4, 5.f/6, 40.f/51, 1.f, 40.f/51, 4.f/7};
|
||||
|
||||
// [BB] In the HUD model step we just render the model and break out.
|
||||
if ( hudModelStep )
|
||||
|
@ -108,7 +106,7 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
|
|||
tex->GetSpriteRect(&r);
|
||||
|
||||
// calculate edges of the shape
|
||||
scalex = xratio[WidescreenRatio] * vw / 320;
|
||||
scalex = (320.0f / (240.0f * WidescreenRatio)) * vw / 320;
|
||||
|
||||
tx = sx - (160 - r.left);
|
||||
x1 = tx * scalex + vw/2;
|
||||
|
|
Loading…
Reference in a new issue