float fov;
float f, i, j;
vector v, vo;
+ vector vf_size, vf_min;
+
+ vf_size = R_SetView3fv(VF_SIZE);
+ vf_min = R_SetView3fv(VF_MIN);
+ vid_width = vf_size_x;
+ vid_height = vf_size_y;
vector reticle_pos, reticle_size;
view_set = 1;
}
- vid_width = w;
- vid_height = h;
-
#ifdef BLURTEST
if(time > blurtest_time0 && time < blurtest_time1)
{
// ALWAYS Clear Current Scene First
R_ClearScene();
+ // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
+ R_SetView(VF_SIZE, vf_size);
+ R_SetView(VF_MIN, vf_min);
+
// Assign Standard Viewflags
// Draw the World (and sky)
R_SetView(VF_DRAWWORLD, 1);
void (float mask) R_AddEntities = #301;
void (entity e) R_AddEntity = #302;
float (float property, ...) R_SetView = #303;
+vector (float property, ...) R_SetView3fv = #303;
void () R_RenderScene = #304;
void (vector org, float radius, vector rgb) R_AddDynamicLight = #305;
void () R_CalcRefDef = #306;