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
This commit is contained in:
Fayaz Shaikh
2026-03-04 14:13:58 -05:00
committed by GitHub
parent 5922824950
commit 9372887aef
3 changed files with 22 additions and 8 deletions

View File

@@ -48,13 +48,11 @@ void glLoadIdentity()
RenderManager.MatrixSetIdentity();
}
extern int g_iScreenWidth;
extern int g_iScreenHeight;
// AAR - Use calculated aspect ratio to support dynamic resizing
extern float g_iAspectRatio;
void gluPerspective(float fovy, float aspect, float zNear, float zFar)
{
float dynamicAspect = (float)g_iScreenWidth / (float)g_iScreenHeight;
RenderManager.MatrixPerspective(fovy, dynamicAspect, zNear, zFar);
RenderManager.MatrixPerspective(fovy, g_iAspectRatio, zNear, zFar);
}
void glOrtho(float left,float right,float bottom,float top,float zNear,float zFar)