Inside _internalRender mForceFOV is not take into account.

This commit is contained in:
Francisco Montañés García 2017-06-02 14:09:11 +02:00 committed by Lukas Aldershaab
parent 76c5e30869
commit faa38ffcd8

View file

@ -362,9 +362,6 @@ void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum
GFXTarget *origTarget = GFX->getActiveRenderTarget();
S32 origStereoTarget = GFX->getCurrentStereoTarget();
if (mForceFOV != 0)
mLastCameraQuery.fov = mDegToRad(mForceFOV);
if (mCameraZRot)
{
MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
@ -677,6 +674,9 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
F32 renderHeight = F32(renderSize.y);
F32 aspectRatio = renderWidth / renderHeight;
if (mForceFOV != 0)
mLastCameraQuery.fov = mDegToRad(mForceFOV);
// Use the FOV to calculate the viewport height scale
// then generate the width scale from the aspect ratio.
if (!mLastCameraQuery.ortho)