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Inside _internalRender mForceFOV is not take into account.
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1 changed files with 3 additions and 3 deletions
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@ -362,9 +362,6 @@ void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum
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GFXTarget *origTarget = GFX->getActiveRenderTarget();
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GFXTarget *origTarget = GFX->getActiveRenderTarget();
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S32 origStereoTarget = GFX->getCurrentStereoTarget();
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S32 origStereoTarget = GFX->getCurrentStereoTarget();
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if (mForceFOV != 0)
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mLastCameraQuery.fov = mDegToRad(mForceFOV);
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if (mCameraZRot)
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if (mCameraZRot)
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{
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{
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MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
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MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
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@ -677,6 +674,9 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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F32 renderHeight = F32(renderSize.y);
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F32 renderHeight = F32(renderSize.y);
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F32 aspectRatio = renderWidth / renderHeight;
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F32 aspectRatio = renderWidth / renderHeight;
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if (mForceFOV != 0)
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mLastCameraQuery.fov = mDegToRad(mForceFOV);
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// Use the FOV to calculate the viewport height scale
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// Use the FOV to calculate the viewport height scale
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// then generate the width scale from the aspect ratio.
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// then generate the width scale from the aspect ratio.
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if (!mLastCameraQuery.ortho)
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if (!mLastCameraQuery.ortho)
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