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Use width instead of height of screen for hmd fov, re #43
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@ -320,7 +320,7 @@ void CStereoOVR::getScreenResolution(uint &width, uint &height)
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void CStereoOVR::initCamera(uint cid, const NL3D::UCamera *camera)
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void CStereoOVR::initCamera(uint cid, const NL3D::UCamera *camera)
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{
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{
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float ar = (float)m_DevicePtr->HMDInfo.HResolution / ((float)m_DevicePtr->HMDInfo.VResolution * 2.0f);
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float ar = (float)m_DevicePtr->HMDInfo.HResolution / ((float)m_DevicePtr->HMDInfo.VResolution * 2.0f);
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float fov = 2.0f * atanf((m_DevicePtr->HMDInfo.VScreenSize / 2.0f) / m_DevicePtr->HMDInfo.EyeToScreenDistance); //(float)NLMISC::Pi/2.f; // 2.0f * atanf(m_DevicePtr->HMDInfo.VScreenSize / 2.0f * m_DevicePtr->HMDInfo.EyeToScreenDistance);
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float fov = 2.0f * atanf((m_DevicePtr->HMDInfo.HScreenSize * 0.5f * 0.5f) / (m_DevicePtr->HMDInfo.EyeToScreenDistance)); //(float)NLMISC::Pi/2.f; // 2.0f * atanf(m_DevicePtr->HMDInfo.VScreenSize / 2.0f * m_DevicePtr->HMDInfo.EyeToScreenDistance);
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m_LeftFrustum[cid].initPerspective(fov, ar, camera->getFrustum().Near, camera->getFrustum().Far);
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m_LeftFrustum[cid].initPerspective(fov, ar, camera->getFrustum().Near, camera->getFrustum().Far);
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m_RightFrustum[cid] = m_LeftFrustum[cid];
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m_RightFrustum[cid] = m_LeftFrustum[cid];
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