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- use proper aspect ratio to calculate the frustum's angle.
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coelckers committed Jan 8, 2022
1 parent 7c4319d commit fcba341
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion source/core/rendering/scene/hw_drawinfo.cpp
Expand Up @@ -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°
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