- added 21:9 handling to GL code.

This commit is contained in:
Christoph Oelckers 2016-03-04 11:47:15 +01:00
parent 7ceb6d86dd
commit af1b70376b
2 changed files with 4 additions and 4 deletions

View File

@ -878,12 +878,12 @@ void FGLRenderer::RenderView (player_t* player)
// 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};
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 (!(WidescreenRatio&4))
if (! Is54Aspect(WidescreenRatio))
{
fovratio = 1.333333f;
}

View File

@ -80,8 +80,8 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed
float scale;
float scalex;
float ftexturemid;
// 4:3 16:9 16:10 17:10 5:4
static float xratio[] = {1.f, 3.f/4, 5.f/6, 40.f/51, 1.f};
// 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 )