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- added 21:9 handling to GL code.
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2 changed files with 4 additions and 4 deletions
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@ -878,12 +878,12 @@ void FGLRenderer::RenderView (player_t* player)
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// I stopped using BaseRatioSizes here because the information there wasn't well presented.
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// 4:3 16:9 16:10 17:10 5:4
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static float ratios[]={1.333333f, 1.777777f, 1.6f, 1.7f, 1.25f};
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static float ratios[]={1.333333f, 1.777777f, 1.6f, 1.7f, 1.25f, 1.7f, 2.333333f};
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// now render the main view
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float fovratio;
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float ratio = ratios[WidescreenRatio];
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if (!(WidescreenRatio&4))
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if (! Is54Aspect(WidescreenRatio))
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{
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fovratio = 1.333333f;
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}
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@ -80,8 +80,8 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed
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float scale;
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float scalex;
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float ftexturemid;
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// 4:3 16:9 16:10 17:10 5:4
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static float xratio[] = {1.f, 3.f/4, 5.f/6, 40.f/51, 1.f};
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// 4:3 16:9 16:10 17:10 5:4 17:10 21:9
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static float xratio[] = {1.f, 3.f/4, 5.f/6, 40.f/51, 1.f, 40.f/51, 4.f/7};
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// [BB] In the HUD model step we just render the model and break out.
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if ( hudModelStep )
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