From fcba3415461d6d9be0a943c70a19403348b22f26 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 8 Jan 2022 23:43:08 +0100 Subject: [PATCH] - use proper aspect ratio to calculate the frustum's angle. --- source/core/rendering/scene/hw_drawinfo.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/source/core/rendering/scene/hw_drawinfo.cpp b/source/core/rendering/scene/hw_drawinfo.cpp index 7b245b125..f3a8c5ed2 100644 --- a/source/core/rendering/scene/hw_drawinfo.cpp +++ b/source/core/rendering/scene/hw_drawinfo.cpp @@ -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°