fix the bad projection matrix in dirt devils and lost world

This commit is contained in:
Ian Curtis 2017-03-07 01:29:07 +00:00
parent f173c3c3ce
commit 503c88df11

View file

@ -718,6 +718,20 @@ void CNew3D::RenderViewport(UINT32 addr)
vp->angle_top = atan2(*(float *)&vpnode[14], *(float *)&vpnode[15]);
vp->angle_bottom = -atan2(*(float *)&vpnode[18], -*(float *)&vpnode[19]);
// I don't really know what these paramaters are for. They are derived from the view angles somehow.
// In the sdk it's they are someting like (1/tan(left)-tan(right)) * tan(left)
// But we know when left=right the value is always 0.5. Any other value and we have off-axis projection
// My theory is, the h/w is using these values set actually set the projection matrix angles
// The above vpnode[12], vpnode[13] actually work as a normal vector for the clipping planes (used for culling)
// I think in lost world and dirt devils, there is a missmatch between the computed plane normals, and the view angles
if (*(float *)&vpnode[0xa] == 0.5f) {
vp->angle_bottom = -vp->angle_top;
}
if (*(float *)&vpnode[0xb] == 0.5f) {
vp->angle_right = -vp->angle_left;
}
// calculate the frustum shape, near/far pair are dummy values
CalcViewport(vp, 1, 1000);