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Fix formatting
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@ -61,7 +61,8 @@ void D3DRMMatrixInvert(D3DRMMATRIX4D out, const D3DRMMATRIX4D m)
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out[3][2] = -(out[0][2] * t.x + out[1][2] * t.y + out[2][2] * t.z);
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}
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void HMM_Perspective_LH_NO(D3DRMMATRIX4D Result, float FOV, float AspectRatio, float Near, float Far) {
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void HMM_Perspective_LH_NO(D3DRMMATRIX4D Result, float FOV, float AspectRatio, float Near, float Far)
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{
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// See https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
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float Cotangent = 1.0f / SDL_tanf(FOV / 2.0f);
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@ -205,13 +206,7 @@ HRESULT Direct3DRMViewport_SDL3GPUImpl::CollectSceneData(IDirect3DRMFrame* group
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PushVertices(verts.data(), verts.size());
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// SDL_Log("FOV: %f", m_field);
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HMM_Perspective_LH_NO(
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m_uniforms.perspective,
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m_field * SDL_PI_F*4,
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4.f/3.f,
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m_front,
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m_back
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);
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HMM_Perspective_LH_NO(m_uniforms.perspective, m_field * SDL_PI_F * 4, 4.f / 3.f, m_front, m_back);
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return D3DRM_OK;
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}
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