- fixed: with aspect ratio compensation in the view matrix it is necessary to adjust the view pitch for this because the playsim does not know anything about pixel ratio.

This commit is contained in:
Christoph Oelckers 2014-12-31 12:04:55 +01:00
parent 4d34e0f548
commit e6d59ec429

View file

@ -771,7 +771,17 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
sector_t * retval; sector_t * retval;
R_SetupFrame (camera); R_SetupFrame (camera);
SetViewArea(); SetViewArea();
mAngles.Pitch = clamp<float>((float)((double)(int)(viewpitch))/ANGLE_1, -90, 90);
// 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);
if (radPitch > PI) radPitch -= 2 * PI;
radPitch = clamp(radPitch, -PI / 2, PI / 2);
double angx = cos(radPitch);
double angy = sin(radPitch) * glset.pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
// Scroll the sky // Scroll the sky
mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f; mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f;