fixed dynfov culling bug
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2177 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -16,14 +16,14 @@ COMMAND(toggleocull, ARG_NONE);
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// constructs occlusion map: cast rays in all directions on the 2d plane and record distance.
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// done exactly once per frame.
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void computeraytable(float vx, float vy)
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void computeraytable(float vx, float vy, float fov)
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{
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if(!ocull) return;
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odist = getvar("fog")*1.5f;
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float apitch = (float)fabs(camera1->pitch);
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float af = getvar("fov")/2+apitch/1.5f+3;
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float af = fov/2+apitch/1.5f+3;
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float byaw = (camera1->yaw-90+af)/360*PI2;
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float syaw = (camera1->yaw-90-af)/360*PI2;
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