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Make aspect ratio correction back into a ratio changing option rather than a FOV changing option, and default the correction level to maximum.
git-svn-id: https://svn.eduke32.com/eduke32@115 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 5 additions and 5 deletions
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@ -124,7 +124,7 @@ long gltexmaxsize = 0; // 0 means autodetection on first run
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long gltexmiplevel = 0; // discards this many mipmap levels
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long gltexmiplevel = 0; // discards this many mipmap levels
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static long lastglpolygonmode = 0; //FUK
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static long lastglpolygonmode = 0; //FUK
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long glpolygonmode = 0; // 0:GL_FILL,1:GL_LINE,2:GL_POINT //FUK
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long glpolygonmode = 0; // 0:GL_FILL,1:GL_LINE,2:GL_POINT //FUK
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long glratiocorrection = 33;
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long glratiocorrection = 63;
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static GLuint polymosttext = 0;
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static GLuint polymosttext = 0;
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extern char nofog;
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extern char nofog;
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#endif
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#endif
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@ -595,9 +595,9 @@ void resizeglcheck ()
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bglMatrixMode(GL_PROJECTION);
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bglMatrixMode(GL_PROJECTION);
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memset(m,0,sizeof(m));
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memset(m,0,sizeof(m));
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m[0][0] = (float)ydimen / (1 + (glratiocorrection / (63 / (ratioratio - 1)))); m[0][2] = 1.0;
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m[0][0] = (float)ydimen / 1.2; m[0][2] = 1.0;
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m[1][1] = (float)xdimen; m[1][2] = 1.0;
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m[1][1] = (float)xdimen; m[1][2] = 1.0;
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m[2][2] = 1.0; m[2][3] = (float)ydimen / (1 + (glratiocorrection / (63 / (ratioratio - 1))));
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m[2][2] = 1.0; m[2][3] = (float)ydimen / 1.2;
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m[3][2] =-1.0;
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m[3][2] =-1.0;
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bglLoadMatrixf(&m[0][0]);
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bglLoadMatrixf(&m[0][0]);
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//bglLoadIdentity();
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//bglLoadIdentity();
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@ -4051,9 +4051,9 @@ void polymost_dorotatesprite (long sx, long sy, long z, short a, short picnum,
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memset(m,0,sizeof(m));
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memset(m,0,sizeof(m));
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if ((dastat&10) == 2)
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if ((dastat&10) == 2)
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{
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{
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m[0][0] = (float)ydimen / (1 + (glratiocorrection / (63 / (ratioratio - 1)))); m[0][2] = 1.0;
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m[0][0] = (float)ydimen / 1.2; m[0][2] = 1.0;
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m[1][1] = (float)xdimen; m[1][2] = 1.0;
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m[1][1] = (float)xdimen; m[1][2] = 1.0;
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m[2][2] = 1.0; m[2][3] = (float)ydimen / (1 + (glratiocorrection / (63 / (ratioratio - 1))));
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m[2][2] = 1.0; m[2][3] = (float)ydimen / 1.2;
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m[3][2] =-1.0;
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m[3][2] =-1.0;
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}
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}
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else { m[0][0] = m[2][3] = 1.0; m[1][1] = ((float)xdim)/((float)ydim); m[2][2] = 1.0001; m[3][2] = 1-m[2][2]; }
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else { m[0][0] = m[2][3] = 1.0; m[1][1] = ((float)xdim)/((float)ydim); m[2][2] = 1.0001; m[3][2] = 1-m[2][2]; }
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