OGL can have little a viewroll
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@ -5969,6 +5969,8 @@ static void HWR_DrawSkyBackground(player_t *player)
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dometransform.scalez = 1;
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dometransform.scalez = 1;
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dometransform.fovxangle = fpov; // Tails
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dometransform.fovxangle = fpov; // Tails
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dometransform.fovyangle = fpov; // Tails
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dometransform.fovyangle = fpov; // Tails
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dometransform.roll = (player->viewrollangle != 0);
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dometransform.rollangle = FIXED_TO_FLOAT(AngleFixed(player->viewrollangle));
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dometransform.splitscreen = splitscreen;
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dometransform.splitscreen = splitscreen;
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HWR_GetTexture(texturetranslation[skytexture]);
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HWR_GetTexture(texturetranslation[skytexture]);
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@ -6192,6 +6194,8 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
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atransform.scalez = 1;
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atransform.scalez = 1;
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atransform.fovxangle = fpov; // Tails
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atransform.fovxangle = fpov; // Tails
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atransform.fovyangle = fpov; // Tails
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atransform.fovyangle = fpov; // Tails
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atransform.roll = (player->viewrollangle != 0);
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atransform.rollangle = FIXED_TO_FLOAT(AngleFixed(player->viewrollangle));
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atransform.splitscreen = splitscreen;
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atransform.splitscreen = splitscreen;
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gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
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gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
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@ -6412,6 +6416,8 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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atransform.scalez = 1;
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atransform.scalez = 1;
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atransform.fovxangle = fpov; // Tails
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atransform.fovxangle = fpov; // Tails
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atransform.fovyangle = fpov; // Tails
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atransform.fovyangle = fpov; // Tails
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atransform.roll = (player->viewrollangle != 0);
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atransform.rollangle = FIXED_TO_FLOAT(AngleFixed(player->viewrollangle));
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atransform.splitscreen = splitscreen;
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atransform.splitscreen = splitscreen;
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gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
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gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
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@ -2238,6 +2238,8 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
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else
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else
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pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez);
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pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez);
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if (stransform->roll)
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pglRotatef(stransform->rollangle, 0.0f, 0.0f, 1.0f);
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pglRotatef(stransform->anglex , 1.0f, 0.0f, 0.0f);
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pglRotatef(stransform->anglex , 1.0f, 0.0f, 0.0f);
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pglRotatef(stransform->angley+270.0f, 0.0f, 1.0f, 0.0f);
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pglRotatef(stransform->angley+270.0f, 0.0f, 1.0f, 0.0f);
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pglTranslatef(-stransform->x, -stransform->z, -stransform->y);
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pglTranslatef(-stransform->x, -stransform->z, -stransform->y);
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