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@@ -219,13 +219,13 @@ void OpenGLRenderer::setProjectionFromFrustum(Number left, Number right, Number
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}
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}
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-void OpenGLRenderer::setProjectionFromFoV(Number fov, Number near, Number far) {
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+void OpenGLRenderer::setProjectionFromFoV(Number fov, Number _near, Number _far) {
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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Number fW, fH;
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Number fW, fH;
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- fH = tan( fov / 360.0 * PI ) * near;
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+ fH = tan( fov / 360.0 * PI ) * _near;
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fW = fH * ((GLfloat)viewportWidth/(GLfloat)viewportHeight);
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fW = fH * ((GLfloat)viewportWidth/(GLfloat)viewportHeight);
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- glFrustum(-fW + (viewportShift.x*fW*2.0), fW + (viewportShift.x*fW*2.0), -fH + (viewportShift.y*fH*2.0), fH + (viewportShift.y*fH*2.0), near, far);
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+ glFrustum(-fW + (viewportShift.x*fW*2.0), fW + (viewportShift.x*fW*2.0), -fH + (viewportShift.y*fH*2.0), fH + (viewportShift.y*fH*2.0), _near, _far);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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polycodeGLGetNumberv(GL_PROJECTION_MATRIX, sceneProjectionMatrix);
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polycodeGLGetNumberv(GL_PROJECTION_MATRIX, sceneProjectionMatrix);
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}
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}
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@@ -551,14 +551,14 @@ void OpenGLRenderer::setFogProperties(int fogMode, Color color, Number density,
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glFogf(GL_FOG_END, endDepth);
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glFogf(GL_FOG_END, endDepth);
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}
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}
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-void OpenGLRenderer::setProjectionOrtho(Number xSize, Number ySize, Number near, Number far, bool centered) {
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+void OpenGLRenderer::setProjectionOrtho(Number xSize, Number ySize, Number _near, Number _far, bool centered) {
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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if(centered) {
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if(centered) {
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- glOrtho(-xSize*0.5,xSize*0.5,-ySize*0.5,ySize*0.5,near,far);
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+ glOrtho(-xSize*0.5, xSize*0.5, -ySize*0.5, ySize*0.5, _near, _far);
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} else {
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} else {
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- glOrtho(0.0f,xSize,0,ySize,near,far);
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+ glOrtho(0.0f, xSize, 0, ySize, _near, _far);
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}
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}
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polycodeGLGetNumberv( GL_PROJECTION_MATRIX, sceneProjectionMatrixOrtho);
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polycodeGLGetNumberv( GL_PROJECTION_MATRIX, sceneProjectionMatrixOrtho);
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