diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 7a961d2cd2..5f0cb89940 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -783,7 +783,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo SetViewArea(); // We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1. - double radPitch = bam2rad(viewpitch); + double radPitch = ANGLE2RAD(viewpitch); if (radPitch > PI) radPitch -= 2 * PI; radPitch = clamp(radPitch, -PI / 2, PI / 2);