- reverting pull request #2361 - apparently pull request #2364 changed some behaviour and these two do not play nice together. One or the other unfortunately has to be rolled back to allow GZDoom to build properly again.
Revert "Restored r_orthographic behavior." This reverts commit26908f5bc5. Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars." This reverts commitdc897eacc0. Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom." This reverts commitd2c2c93cf1.
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parent
26908f5bc5
commit
af08413e10
17 changed files with 5 additions and 186 deletions
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@ -54,11 +54,3 @@ EXTERN_CVAR(Int, gl_shadowmap_filter)
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EXTERN_CVAR(Bool, gl_brightfog)
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EXTERN_CVAR(Bool, gl_lightadditivesurfaces)
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EXTERN_CVAR(Bool, gl_notexturefill)
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EXTERN_CVAR(Bool, r_isocam)
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EXTERN_CVAR(Int, r_isoviewpoint)
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EXTERN_CVAR(Float, r_iso_camdist)
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EXTERN_CVAR(Float, r_iso_dist)
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EXTERN_CVAR(Float, r_iso_pitch)
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_orthographic)
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@ -146,27 +146,11 @@ float VREyeInfo::getShift() const
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return vr_swap_eyes ? -res : res;
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}
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VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const
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VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio) const
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{
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VSMatrix result;
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if (iso_ortho) // Orthographic projection for isometric viewpoint
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{
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double zNear = -1.0; // screen->GetZNear();
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double zFar = screen->GetZFar();
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double fH = tan(DEG2RAD(fov) / 2) / fovRatio;
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double fW = fH * aspectRatio * mScaleFactor;
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double left = -fW;
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double right = fW;
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double bottom = -fH;
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double top = fH;
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VSMatrix fmat(1);
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fmat.ortho((float)left, (float)right, (float)bottom, (float)top, (float)zNear, (float)zFar);
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return fmat;
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}
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else if (mShiftFactor == 0)
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if (mShiftFactor == 0)
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{
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float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
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result.perspective(fovy, aspectRatio, screen->GetZNear(), screen->GetZFar());
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@ -27,7 +27,7 @@ struct VREyeInfo
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float mShiftFactor;
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float mScaleFactor;
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VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const;
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VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const;
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DVector3 GetViewShift(float yaw) const;
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private:
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float getShift() const;
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