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@ -615,7 +615,7 @@ void CNew3D::RenderViewport(UINT32 addr, int pri)
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vp->width = m_totalXRes;
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vp->height = (GLint)((float)vpHeight*m_yRatio);
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vp->projectionMatrix.Perspective(fovYDegrees, (GLfloat)vp->width / (GLfloat)vp->height, 0.125f, 1000*128); // use actual full screen ratio to get proper X FOV
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vp->projectionMatrix.Perspective(fovYDegrees, (GLfloat)vp->width / (GLfloat)vp->height, 0.1f, 1e5); // use actual full screen ratio to get proper X FOV
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}
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else
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{
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