- use proper aspect ratio to calculate the frustum's angle.

This commit is contained in:
Christoph Oelckers 2022-01-08 23:43:08 +01:00
parent 7c4319d099
commit fcba341546

View file

@ -200,7 +200,7 @@ void HWDrawInfo::ClearBuffers()
angle_t HWDrawInfo::FrustumAngle()
{
float WidescreenRatio = 1.6666f; // fixme - this is a placeholder.
float WidescreenRatio = (float)screen->GetWidth() / screen->GetHeight();
float tilt = fabs(Viewpoint.HWAngles.Pitch.Degrees);
// If the pitch is larger than this you can look all around at a FOV of 90°