}
// LordHavoc: viewzoom (zoom in for sniper rifles, etc)
- r_refdef.fov_x = scr_fov.value * cl.viewzoom * r_refdef.fovscale_x;
- r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+ r_refdef.fov_x = scr_fov.value * r_refdef.fovscale_x;
+ r_refdef.fov_y = CalcFov (scr_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
R_RenderView();
r_refdef.x = (vid.realwidth - r_refdef.width)/2;
r_refdef.y = 0;
r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
- r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+ r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
R_RenderView();
}
r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
r_view_z = 0;
- r_view_fov_x = bound(1, r_refdef.fov_x, 170);
- r_view_fov_y = bound(1, r_refdef.fov_y, 170);
+ r_view_fov_x = bound(0.1, r_refdef.fov_x, 170);
+ r_view_fov_y = bound(0.1, r_refdef.fov_y, 170);
r_view_matrix = r_refdef.viewentitymatrix;
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
{
dq = (drawqueue_t *)(r_refdef.drawqueue + pos);
color = dq->color;
-
+
if(dq->flags == DRAWFLAG_ADDITIVE)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
else if(dq->flags == DRAWFLAG_MODULATE)
// We have to convert the con coords into real coords
int x , y, width, height;
x = dq->x * ((float)vid.realwidth / vid.conwidth);
- // OGL uses top to bottom
+ // OGL uses top to bottom
y = dq->y * ((float) vid.realheight / vid.conheight);
width = dq->scalex * ((float)vid.realwidth / vid.conwidth);
height = dq->scaley * ((float)vid.realheight / vid.conheight);
break;
case DRAWQUEUE_RESETCLIP:
GL_ScissorTest(false);
- break;
+ break;
}
}