diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 34b718a2bcb1925c224e49a8e5065e4035b4bea3..a6bc692f8dc33216dc65e54e07d8936a248f7ade 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -80,19 +80,6 @@ static sector_t *gl_backsector; // -------------------------------------------------------------------------- FTransform atransform; -// duplicates of the main code, set after R_SetupFrame() passed them into sharedstruct, -// copied here for local use -static angle_t dup_viewangle; - -static float gl_viewx, gl_viewy, gl_viewz; -float gl_viewsin, gl_viewcos; - -// Maybe not necessary with the new T&L code (needs to be checked!) -static float gl_viewludsin, gl_viewludcos; // look up down kik test -static float gl_fovlud; - -static angle_t gl_aimingangle; -static void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean skybox); // Render stats ps_metric_t ps_hw_skyboxtime = {0}; @@ -5195,7 +5182,7 @@ static void HWR_DrawSkyBackground(player_t *player) // software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly // The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture - angle = (dup_viewangle + xtoviewangle[0]); + angle = (viewangle + xtoviewangle[0]); dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f); diff --git a/src/r_main.c b/src/r_main.c index a8d5d4c984c82626b09967edc89cb80632164101..f1864a37e5f4fa7a31e56483f505c383dd878728 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -915,6 +915,7 @@ void R_ExecuteSetViewSize(void) projection = projectiony = FixedDiv(centerxfrac, fovtan); R_InitViewBuffer(viewwidth, viewheight); + R_SetFov(cv_fov.value); // thing clipping for (i = 0; i < viewwidth; i++)