Decreased FOV in multiplayer mode, will look much less weird
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@4259 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -84,9 +84,11 @@ void Camera::setupCamera()
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: UserConfigParams::m_height);
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m_scaling = core::vector2df(1.0f, 0.5f);
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m_aspect *= 2.0f;
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m_fov = DEGREE_TO_RAD*85.0f;
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m_fov = DEGREE_TO_RAD*65.0f;
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break;
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case 3: if(m_index<2)
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case 3:
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/*
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if(m_index<2)
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{
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m_viewport = core::recti(m_index==0 ? 0
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: UserConfigParams::m_width>>1,
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@ -103,10 +105,10 @@ void Camera::setupCamera()
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UserConfigParams::m_width,
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UserConfigParams::m_height);
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m_scaling = core::vector2df(1.0f, 0.5f);
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m_fov = DEGREE_TO_RAD*85.0f;
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m_fov = DEGREE_TO_RAD*65.0f;
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m_aspect *= 2.0f;
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}
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break;
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break;*/
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case 4: m_viewport = core::recti(m_index%2==0 ? 0
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: UserConfigParams::m_width>>1,
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m_index<2 ? 0
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@ -124,7 +126,7 @@ void Camera::setupCamera()
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UserConfigParams::m_width,
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UserConfigParams::m_height);
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m_scaling = core::vector2df(1.0f, 1.0f);
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m_fov = DEGREE_TO_RAD*75.0f;
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m_fov = DEGREE_TO_RAD*65.0f;
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break;
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} // switch
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m_camera->setFOV(m_fov);
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