diff --git a/src/rendering/hwrenderer/scene/hw_drawinfo.cpp b/src/rendering/hwrenderer/scene/hw_drawinfo.cpp index b7c02a841..3453b6e50 100644 --- a/src/rendering/hwrenderer/scene/hw_drawinfo.cpp +++ b/src/rendering/hwrenderer/scene/hw_drawinfo.cpp @@ -366,6 +366,7 @@ angle_t HWDrawInfo::FrustumAngle() { // If pitch is larger than this you can look all around at an FOV of 90 degrees if (fabs(Viewpoint.HWAngles.Pitch.Degrees()) > 89.0) return 0xffffffff; + else if (fabs(Viewpoint.HWAngles.Pitch.Degrees()) > 46.0 && !Viewpoint.IsAllowedOoB()) return 0xffffffff; // Just like 4.12.2 and older did int aspMult = AspectMultiplier(r_viewwindow.WidescreenRatio); // 48 == square window double absPitch = fabs(Viewpoint.HWAngles.Pitch.Degrees()); // Smaller aspect ratios still clip too much. Need a better solution