static void R_View_SetFrustum(const int *scissor)
{
int i;
- double fpx, fnx, fpy, fny;
+ double fpx = +1, fnx = -1, fpy = +1, fny = -1;
vec3_t forward, left, up, origin, v;
if(scissor)
fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
}
- else
- {
- fnx = fny = -1;
- fpx = fpy = +1;
- }
// we can't trust r_refdef.view.forward and friends in reflected scenes
Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);