Consolidated isometric mode commits.
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33 changed files with 870 additions and 98 deletions
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@ -165,7 +165,11 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
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// Stereo mode specific perspective projection
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di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
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float inv_iso_dist = 1.0f;
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bool iso_ortho = (camera->ViewPos != NULL) && (camera->ViewPos->Flags & VPSF_ORTHOGRAPHIC);
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if (iso_ortho && (camera->ViewPos->Offset.Length() > 0)) inv_iso_dist = 1.0/camera->ViewPos->Offset.Length();
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di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio * inv_iso_dist, iso_ortho);
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// Stereo mode specific viewpoint adjustment
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vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees());
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di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
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