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