Parcourir la source

Inside _internalRender mForceFOV is not take into account.

Francisco Montañés García il y a 8 ans
Parent
commit
faa38ffcd8
1 fichiers modifiés avec 3 ajouts et 3 suppressions
  1. 3 3
      Engine/source/gui/3d/guiTSControl.cpp

+ 3 - 3
Engine/source/gui/3d/guiTSControl.cpp

@@ -362,9 +362,6 @@ void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum
    GFXTarget *origTarget = GFX->getActiveRenderTarget();
    S32 origStereoTarget = GFX->getCurrentStereoTarget();
 
-   if (mForceFOV != 0)
-      mLastCameraQuery.fov = mDegToRad(mForceFOV);
-
    if (mCameraZRot)
    {
       MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
@@ -677,6 +674,9 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
       F32 renderHeight = F32(renderSize.y);
       F32 aspectRatio = renderWidth / renderHeight;
 
+      if (mForceFOV != 0)
+         mLastCameraQuery.fov = mDegToRad(mForceFOV);
+
       // Use the FOV to calculate the viewport height scale
       // then generate the width scale from the aspect ratio.
       if (!mLastCameraQuery.ortho)