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GL aspect ratio adjustments
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2 changed files with 4 additions and 10 deletions
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@ -120,7 +120,7 @@ angle_t FGLRenderer::FrustumAngle()
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// ok, this is a gross hack that barely works...
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// but at least it doesn't overestimate too much...
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double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/BaseRatioSizes[WidescreenRatio][3]/90.0;
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double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/AspectMultiplier(WidescreenRatio)/90.0;
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angle_t a1 = DAngle(floatangle).BAMs();
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if (a1>=ANGLE_180) return 0xffffffff;
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return a1;
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@ -917,14 +917,10 @@ void FGLRenderer::RenderView (player_t* player)
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NoInterpolateView = saved_niv;
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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, 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 (! Is54Aspect(WidescreenRatio))
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float ratio = WidescreenRatio;
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if (WidescreenRatio >= 1.3f)
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{
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fovratio = 1.333333f;
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}
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@ -81,8 +81,6 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
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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 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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@ -108,7 +106,7 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
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tex->GetSpriteRect(&r);
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// calculate edges of the shape
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scalex = xratio[WidescreenRatio] * vw / 320;
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scalex = (320.0f / (240.0f * WidescreenRatio)) * vw / 320;
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tx = sx - (160 - r.left);
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x1 = tx * scalex + vw/2;
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