mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-25 05:21:16 +00:00
Restored r_orthographic behavior.
This commit is contained in:
parent
dc897eacc0
commit
26908f5bc5
1 changed files with 4 additions and 2 deletions
|
@ -174,7 +174,8 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
|
|||
camera->player->isoyaw = 45.0 * (r_isoviewpoint - 1); // The eight cardinal directions
|
||||
}
|
||||
float inv_iso_dist = 1.0f/camdist; // camdist can change in next line
|
||||
if (r_orthographic || (camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC)) camdist = r_iso_camdist;
|
||||
bool iso_ortho = ((r_isoviewpoint > 0) && r_orthographic) || ((r_isoviewpoint == 0) && camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC);
|
||||
if (iso_ortho) camdist = r_iso_camdist;
|
||||
vp.Pos.X -= camdist * DAngle::fromDeg(camera->player->isoyaw).Cos();
|
||||
vp.Pos.Y -= camdist * DAngle::fromDeg(camera->player->isoyaw).Sin();
|
||||
vp.Pos.Z += camdist * FAngle::fromDeg(isocam_pitch).Tan() - 0.5 * camera->player->viewheight;
|
||||
|
@ -185,7 +186,8 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
|
|||
vp.showviewer = true; // Draw player sprite
|
||||
r_drawplayersprites = false; // Don't draw first-person hands/weapons
|
||||
// Stereo mode specific perspective projection
|
||||
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio * inv_iso_dist, r_orthographic || (camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC));
|
||||
if (!iso_ortho) inv_iso_dist = 1.0f;
|
||||
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio * inv_iso_dist, iso_ortho);
|
||||
}
|
||||
else // Regular first-person viewpoint
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue