r_view.width = size;
r_view.height = size;
r_view.depth = 1;
+ r_view.useperspective = true;
r_view.frustum_x = tan(90 * M_PI / 360.0);
r_view.frustum_y = tan(90 * M_PI / 360.0);
// this it simply assumes the requested fov is the vertical fov
// for a 4x3 display, if the ratio is not 4x3 this makes the fov
// higher/lower according to the ratio
+ r_view.useperspective = true;
r_view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom;
r_view.frustum_x = r_view.frustum_y * (float)r_view.width / (float)r_view.height / vid_pixelheight.value;
r_view.y = 0;
r_view.z = 0;
+ r_view.useperspective = true;
r_view.frustum_y = tan(scr_zoomwindow_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom;
r_view.frustum_x = r_view.frustum_y * vid_pixelheight.value * (float)r_view.width / (float)r_view.height;
r_view.x = 0;
r_view.y = 0;
r_view.z = 0;
+ r_view.useperspective = false;
}
// draw 2D stuff
r_view.width = vid.width;
r_view.height = vid.height;
r_view.depth = 1;
+ // FIXME: restore frustum_x/frustum_y
+ r_view.useperspective = true;
+ r_view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom;
+ r_view.frustum_x = r_view.frustum_y * (float)r_view.width / (float)r_view.height / vid_pixelheight.value;
+ r_view.frustum_x *= r_refdef.frustumscale_x;
+ r_view.frustum_y *= r_refdef.frustumscale_y;
// FIXME: restore cl.csqc_origin
// FIXME: restore cl.csqc_angles
cl.csqc_vidvars.drawworld = true;