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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@@ -252,7 +252,7 @@ void distlod(int &low, int &high, int angle, float widef)
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// does some out of date view frustrum optimisation that doesn't contribute much anymore
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void render_world(float vx, float vy, float vh, float changelod, int yaw, int pitch, float fov, int w, int h)
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void render_world(float vx, float vy, float vh, float changelod, int yaw, int pitch, float fov, float fovy, int w, int h)
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{
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loopi(LARGEST_FACTOR) stats[i] = 0;
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min_lod = minimap ? MAX_LOD : MIN_LOD+abs(pitch)/12;
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@@ -288,9 +288,8 @@ void render_world(float vx, float vy, float vh, float changelod, int yaw, int pi
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lodtop = lod;
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distlod(lodright, lodleft, yaw<=45 ? yaw+45 : yaw-315, widef);
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}
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float hyfov = fov*h/w/2;
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render_floor = pitch<hyfov;
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render_ceil = -pitch<hyfov;
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render_floor = pitch<0.5f*fovy;
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render_ceil = -pitch<0.5f*fovy;
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render_seg_new(vx, vy, vh, MAX_MIP, 0, 0, ssize>>MAX_MIP, ssize>>MAX_MIP);
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mipstats(stats[0], stats[1], stats[2]);
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