Remove #203 core code before a cleaner implementation
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@@ -53,8 +53,7 @@ extern UINT g_ScreenHeight;
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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_ScreenWidth / (float)g_ScreenHeight;
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RenderManager.MatrixPerspective(fovy, dynamicAspect, zNear, zFar);
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RenderManager.MatrixPerspective(fovy,aspect,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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