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@@ -41,7 +41,9 @@ namespace omath::iw_engine
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inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * 0.75f;
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// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
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constexpr auto kMultiplyFactor = 0.75f;
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
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return
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{
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@@ -40,8 +40,7 @@ namespace omath::source_engine
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inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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// NOTE: Needed tp make thing draw normal, since source is wierd
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// and use tricky projection matrix formula.
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// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
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constexpr auto kMultiplyFactor = 0.75f;
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
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