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- I have no idea why a fov of exactly 90° does not work.
Changing this by one in either direction makes the problem go away.
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4 changed files with 10 additions and 4 deletions
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@ -3103,7 +3103,10 @@ void viewDrawScreen(bool sceneonly)
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newaspect_enable = 1;
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videoSetCorrectedAspect();
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}
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renderSetAspect(Blrintf(float(viewingrange) * tanf(r_fov * (PI / 360.f))), yxaspect);
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int v1 = Blrintf(double(viewingrange) * tan(r_fov * (PI / 360.)));
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renderSetAspect(v1, yxaspect);
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int cX = gView->pSprite->x;
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int cY = gView->pSprite->y;
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int cZ = gView->zView;
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@ -11,6 +11,8 @@
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# include "windows_inc.h"
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#endif
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#include "xs_Float.h"
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////////// Compiler detection //////////
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#ifdef __GNUC__
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@ -499,9 +501,9 @@ static inline int32_t atoi_safe(const char *str) { return (int32_t)strtoll(str,
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#define Batoi(x) atoi_safe(x)
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#define Batol(str) (strtol(str, NULL, 10))
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static constexpr inline int Blrintf(const double x)
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static inline int Blrintf(const double x)
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{
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return int(x);
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return xs_CRoundToInt(x);
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}
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#if defined(__arm__)
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@ -10062,6 +10062,7 @@ void videoSetViewableArea(int32_t x1, int32_t y1, int32_t x2, int32_t y2)
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//
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void renderSetAspect(int32_t daxrange, int32_t daaspect)
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{
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if (daxrange == 65536) daxrange--; // This doesn't work correctly with 65536. All other values are fine. No idea where this is evaluated wrong.
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viewingrange = daxrange;
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viewingrangerecip = divscale32(1,daxrange);
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#ifdef USE_OPENGL
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@ -755,7 +755,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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#endif
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)));
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vr = Blrintf(float(vr) * tanf(r_fov * (fPI/360.f)));
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vr = Blrintf(double(vr) * tan(r_fov * (PI/360.)));
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if (!r_usenewaspect)
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renderSetAspect(vr, yxaspect);
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