Fix #541 (Strange shape of camera view on minimap), based on patch from lubos
This was SVN commit r8017.
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@ -159,13 +159,17 @@ void CMiniMap::FireWorldClickEvent(int button, int clicks)
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// which represents the view of the camera in the world.
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void CMiniMap::DrawViewRect()
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{
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// Get correct world coordinates based off corner of screen start
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// at Bottom Left and going CW
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// Compute the camera frustum intersected with a fixed-height plane.
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// TODO: Currently we hard-code the height, so this'll be dodgy when maps aren't the
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// expected height - how can we make it better without the view rect wobbling in
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// size while the player scrolls?
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float h = 16384.f * HEIGHT_SCALE;
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CVector3D hitPt[4];
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hitPt[0]=m_Camera->GetWorldCoordinates(0,g_Renderer.GetHeight());
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hitPt[1]=m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(),g_Renderer.GetHeight());
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hitPt[2]=m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(),0);
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hitPt[3]=m_Camera->GetWorldCoordinates(0,0);
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hitPt[0]=m_Camera->GetWorldCoordinates(0, g_Renderer.GetHeight(), h);
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hitPt[1]=m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(), g_Renderer.GetHeight(), h);
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hitPt[2]=m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(), 0, h);
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hitPt[3]=m_Camera->GetWorldCoordinates(0, 0, h);
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float ViewRect[4][2];
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for (int i=0;i<4;i++) {
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