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Remove debug code
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@ -1608,8 +1608,6 @@ void CNew3D::CalcViewport(Viewport* vp, float near, float far)
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near = far / 1000000; // if we get really close to zero somehow, we will have almost no depth precision
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}
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near = 5.f;
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float l = near * tanf(vp->angle_left); // we need to calc the shape of the projection frustum for culling
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float r = near * tanf(vp->angle_right);
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float t = near * tanf(vp->angle_top);
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