diff --git a/src/gl/stereo3d/gl_stereo_leftright.cpp b/src/gl/stereo3d/gl_stereo_leftright.cpp index f93edb38aa..a05d1b82f2 100644 --- a/src/gl/stereo3d/gl_stereo_leftright.cpp +++ b/src/gl/stereo3d/gl_stereo_leftright.cpp @@ -13,20 +13,16 @@ namespace s3d { /* virtual */ VSMatrix ShiftedEyePose::GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const { - // Lifted from gl_scene.cpp FGLRenderer::SetProjection() - FLOATTYPE fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)); double zNear = 5.0; double zFar = 65536.0; // For stereo 3D, use asymmetric frustum shift in projection matrix // Q: shouldn't shift vary with roll angle, at least for desktop display? // A: No. (lab) roll is not measured on desktop display (yet) - double frustumShift = zNear * shift / vr_screendist; // meters cancel + double frustumShift = zNear * shift / vr_screendist; // meters cancel, leaving doom units // double frustumShift = 0; // Turning off shift for debugging - double fH = tan(DEG2RAD(fovy/2)) * zNear; + double fH = zNear * tan(DEG2RAD(fov) / 2) / fovRatio; double fW = fH * aspectRatio; - // Emulate glFrustum command: - // glFrustum(-fW - frustumShift, fW - frustumShift, -fH, fH, zNear, zFar); double left = -fW - frustumShift; double right = fW - frustumShift; double bottom = -fH;