wertergfdv
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@@ -66,9 +66,10 @@ public:
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}
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glm::mat4 GetProjectionMatrix(float nearPlane, float farPlane) {
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glm::mat4 GetProjectionMatrix(float nearPlane, float farPlane) {
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// FOV is horizontal; convert to the vertical angle glm expects so wide screens aren't stretched
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// Quake Pro style: FOV is the horizontal angle on a 4:3 screen, so the vertical angle is fixed
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// and wider windows/fullscreen reveal more to the sides instead of zooming in.
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const float aspect = (float)window->width / (float)window->height;
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const float aspect = (float)window->width / (float)window->height;
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const float vfov = 2.0f * atan(tan(glm::radians(FOV) * 0.5f) / aspect);
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const float vfov = 2.0f * atan(tan(glm::radians(FOV) * 0.5f) * 3.0f / 4.0f);
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return glm::perspective(vfov, aspect, nearPlane, farPlane);
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return glm::perspective(vfov, aspect, nearPlane, farPlane);
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}
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}
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