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Use existing ints instead of new ones
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parent
25055da1ff
commit
f5054f28a7
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@ -84,9 +84,6 @@ BOOL g_bWidescreen = TRUE;
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int g_iScreenWidth = 1920;
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int g_iScreenWidth = 1920;
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int g_iScreenHeight = 1080;
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int g_iScreenHeight = 1080;
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UINT g_ScreenWidth = 1920;
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UINT g_ScreenHeight = 1080;
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// Fullscreen toggle state
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// Fullscreen toggle state
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static bool g_isFullscreen = false;
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static bool g_isFullscreen = false;
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static WINDOWPLACEMENT g_wpPrev = { sizeof(g_wpPrev) };
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static WINDOWPLACEMENT g_wpPrev = { sizeof(g_wpPrev) };
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@ -431,8 +428,9 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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case WM_SIZE:
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case WM_SIZE:
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{
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{
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// Set the screen width and height used for calculating the aspect ratio
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// Set the screen width and height used for calculating the aspect ratio
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g_ScreenWidth = LOWORD(lParam);
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g_iScreenWidth = LOWORD(lParam);
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g_ScreenHeight = HIWORD(lParam);
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g_iScreenHeight = HIWORD(lParam);
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app.DebugPrintf("width: %d, height: %d\n", g_iScreenWidth, g_iScreenHeight);
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}
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}
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break;
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break;
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default:
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default:
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@ -48,12 +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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extern UINT g_ScreenWidth;
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extern int g_iScreenWidth;
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extern UINT g_ScreenHeight;
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extern int g_iScreenHeight;
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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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float dynamicAspect = (float)g_ScreenWidth / (float)g_ScreenHeight;
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float dynamicAspect = (float)g_iScreenWidth / (float)g_iScreenHeight;
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RenderManager.MatrixPerspective(fovy, dynamicAspect, zNear, zFar);
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RenderManager.MatrixPerspective(fovy, dynamicAspect, zNear, zFar);
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}
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}
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