Fix apparent horizon not being independent of viewingrange (classic/Polymost).

The apparent horizon (in units proportional to pixels by a constant factor)
was being calculated without normalizing to viewingrange, resulting a
discrepancy between the drawn and actual up/down angle with non-default
viewingranges (e.g. with r_usenewaspect=1, or when setting it from setaspect).
This also means that the center-of-aim will now be the same regardless of
the aspect.

This fixes many derived bugs:
 * inconsistency w/ crosshair when shooting a gun and aiming up/down (obviously)
 * bugs resulting from being able to look up/down too far (garbage non-slope
   texture-mapping and viewing BIGORBIT skies above the borders in classic).

Note: mods that had workaround logic for this bug will have to remove it...

git-svn-id: https://svn.eduke32.com/eduke32@2414 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-03-04 20:14:48 +00:00
parent f12b09b512
commit 50375fcff2

View file

@ -8060,7 +8060,9 @@ void drawrooms(int32_t daposx, int32_t daposy, int32_t daposz,
globalposx = daposx; globalposy = daposy; globalposz = daposz;
globalang = (daang&2047);
globalhoriz = mulscale16(dahoriz-100,xdimenscale)+(ydimen>>1);
// xdimenscale is scale(xdimen,yxaspect,320);
// normalization by viewingrange so that center-of-aim doesn't depend on it
globalhoriz = mulscale16(dahoriz-100,divscale16(xdimenscale,viewingrange))+(ydimen>>1);
globaluclip = (0-globalhoriz)*xdimscale;
globaldclip = (ydimen-globalhoriz)*xdimscale;