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-rw-r--r--src/render/gl_3d.cpp13
1 files changed, 10 insertions, 3 deletions
diff --git a/src/render/gl_3d.cpp b/src/render/gl_3d.cpp
index 40162e8..8449500 100644
--- a/src/render/gl_3d.cpp
+++ b/src/render/gl_3d.cpp
@@ -21,13 +21,20 @@ void gl_3d_projection_setup( GL_SHADER_PROGRAM *_gl3d, VEC3 pos, F32 fov_deg, F3
GL3D* gl3d = (GL3D*)_gl3d;
MAT4 proj, yaw_rot, pitch_rot, view, transl, tmp;
- F32 fov_rad = m_deg2rad( fov_deg );
+ F32 fov_y_rad = m_deg2rad( fov_deg );
F32 yaw_rad = m_deg2rad( remainderf( yaw + 90.f, 360.f ) );
F32 pitch_rad = m_deg2rad( remainderf( pitch , 360.f ) );
- gl3d->aspect = winsize.x / winsize.y;
+ gl3d->aspect = winsize.y > 0.f ? winsize.x / winsize.y : 1.f;
+ if( gl3d->aspect <= 0.000001f )
+ gl3d->aspect = 1.f;
+
+ const F32 min_fovy = m_deg2rad( 1.f );
+ const F32 max_fovy = m_deg2rad( 179.f );
+ if( fov_y_rad < min_fovy ) fov_y_rad = min_fovy;
+ if( fov_y_rad > max_fovy ) fov_y_rad = max_fovy;
gl3d->winsize = winsize;
- mat4_perspective( &proj, fov_rad, gl3d->aspect, near, far );
+ mat4_perspective( &proj, fov_y_rad, gl3d->aspect, near, far );
mat4_rotation_y( &yaw_rot, -yaw_rad );
mat4_rotation_x( &pitch_rot, -pitch_rad );
mat4_translation( &transl, -pos.x, -pos.z, -pos.y );