- make FieldOfView a real angle and remove all uses of finetangent.
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8 changed files with 19 additions and 62 deletions
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@ -179,7 +179,7 @@ static inline int viewangletox(int i)
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// Don't waste time calculating the tangent of values outside the valid range.
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// Checking the index where tan(i) becomes too large is a lot faster
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if (i <= 604) // 604 is the highest index with finetangent < -2*FRACUNIT
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if (i <= 604) // 604 is the highest index with tan < -2
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{
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return viewwidth + 1;
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}
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@ -207,7 +207,7 @@ void R_InitTextureMapping ()
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FocalLengthY = FocalLengthX * YaspectMul;
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// This is 1/FocalTangent before the widescreen extension of FOV.
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viewingrangerecip = DivScale32(1, finetangent[FINEANGLES/4+(FieldOfView/2)]);
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viewingrangerecip = FLOAT2FIXED(1. / tan(FieldOfView.Radians() / 2));
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// [RH] Do not generate viewangletox, because texture mapping is no
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// longer done with trig, so it's not needed.
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