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Fix split-screen world rendering aspect ratio
gluPerspective was hardcoded to use g_iAspectRatio (always 16:9) instead of the aspect parameter from getFovAndAspect, which adjusts for split-screen viewports. The 3D world was horizontally stretched in top/bottom split because the projection used 16:9 while the viewport was 32:9.
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@ -1147,7 +1147,7 @@ void GameRenderer::render(float a, bool bFirst)
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if (mc->noRender) return;
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if (mc->noRender) return;
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GameRenderer::anaglyph3d = mc->options->anaglyph3d;
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GameRenderer::anaglyph3d = mc->options->anaglyph3d;
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glViewport(0, 0, mc->width, mc->height); // 4J - added
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glViewport(0, 0, mc->width, mc->height); // 4J - added (no-op on Win64, viewport set by StateSetViewport)
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ScreenSizeCalculator ssc(mc->options, mc->width, mc->height);
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ScreenSizeCalculator ssc(mc->options, mc->width, mc->height);
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int screenWidth = ssc.getWidth();
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int screenWidth = ssc.getWidth();
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int screenHeight = ssc.getHeight();
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int screenHeight = ssc.getHeight();
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@ -48,11 +48,12 @@ void glLoadIdentity()
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RenderManager.MatrixSetIdentity();
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RenderManager.MatrixSetIdentity();
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}
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}
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// AAR - Use calculated aspect ratio to support dynamic resizing
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// AAR - Use the aspect ratio passed by the caller. For single-player this
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extern float g_iAspectRatio;
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// equals g_iAspectRatio (screen width / height), but for split-screen
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// getFovAndAspect adjusts it to match the viewport dimensions.
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void gluPerspective(float fovy, float aspect, float zNear, float zFar)
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void gluPerspective(float fovy, float aspect, float zNear, float zFar)
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{
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{
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RenderManager.MatrixPerspective(fovy, g_iAspectRatio, zNear, zFar);
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RenderManager.MatrixPerspective(fovy, aspect, zNear, zFar);
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}
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}
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void glOrtho(float left,float right,float bottom,float top,float zNear,float zFar)
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void glOrtho(float left,float right,float bottom,float top,float zNear,float zFar)
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