Fix for any aspect ratio in 3D Environments (#320)
* Add initial AnyAspectRatio support * Remove some logic that didn't work * Remove rogue back slash * Remove more remnants * Update UILayer.h * Update some comments * Remove WIP UI changes * Fix diffs * Remove UI resize call from `UpdateAspectRatio` * handle merge conflict * Update to C++ style static cast * Fix syntax
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@@ -48,13 +48,11 @@ void glLoadIdentity()
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RenderManager.MatrixSetIdentity();
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}
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extern int g_iScreenWidth;
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extern int g_iScreenHeight;
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// AAR - Use calculated aspect ratio to support dynamic resizing
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extern float g_iAspectRatio;
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void gluPerspective(float fovy, float aspect, float zNear, float zFar)
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{
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float dynamicAspect = (float)g_iScreenWidth / (float)g_iScreenHeight;
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RenderManager.MatrixPerspective(fovy, dynamicAspect, zNear, zFar);
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RenderManager.MatrixPerspective(fovy, g_iAspectRatio, zNear, zFar);
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}
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void glOrtho(float left,float right,float bottom,float top,float zNear,float zFar)
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