From 9159855957a1ae3fef7d0f43460150deb7f258fc Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Mon, 17 Aug 2020 21:33:42 +0200 Subject: [PATCH] - SW: set the main view's projection after rendering the camera texture, not before. Otherwise the main view will take over the projection settings from the camera texture. Fixes #194. --- source/sw/src/draw.cpp | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) diff --git a/source/sw/src/draw.cpp b/source/sw/src/draw.cpp index 6bcb4dc3e..a7984ac25 100644 --- a/source/sw/src/draw.cpp +++ b/source/sw/src/draw.cpp @@ -1831,20 +1831,18 @@ drawscreen(PLAYERp pp) tq16horiz = fix16_min(tq16horiz, fix16_from_int(PLAYER_HORIZ_MAX)); } - if (r_usenewaspect) - { - newaspect_enable = 1; - videoSetCorrectedAspect(); - } - - renderSetAspect(Blrintf(float(viewingrange) * tanf(r_fov * (fPI/360.f))), yxaspect); - if (dimensionmode != 6)// && !ScreenSavePic) { // Cameras must be done before the main loop. JS_DrawCameras(pp, tx, ty, tz); } + if (r_usenewaspect) + { + newaspect_enable = 1; + videoSetCorrectedAspect(); + } + renderSetAspect(Blrintf(float(viewingrange)* tanf(r_fov* (fPI / 360.f))), yxaspect); OverlapDraw = TRUE; DrawOverlapRoom(tx, ty, tz, tq16ang, tq16horiz, tsectnum); OverlapDraw = FALSE;