- 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.
This commit is contained in:
Christoph Oelckers 2020-08-17 21:33:42 +02:00
parent ba2ff12f5b
commit 9159855957

View file

@ -1831,20 +1831,18 @@ drawscreen(PLAYERp pp)
tq16horiz = fix16_min(tq16horiz, fix16_from_int(PLAYER_HORIZ_MAX)); 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) if (dimensionmode != 6)// && !ScreenSavePic)
{ {
// Cameras must be done before the main loop. // Cameras must be done before the main loop.
JS_DrawCameras(pp, tx, ty, tz); 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; OverlapDraw = TRUE;
DrawOverlapRoom(tx, ty, tz, tq16ang, tq16horiz, tsectnum); DrawOverlapRoom(tx, ty, tz, tq16ang, tq16horiz, tsectnum);
OverlapDraw = FALSE; OverlapDraw = FALSE;