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Refactored widescreen filter to set renderer viewport as well
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@@ -220,9 +220,10 @@ void CWorldTransManager::DrawSecondPass()
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void CWorldTransManager::DrawEnabled()
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{
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float wsAspect = CWideScreenFilter::SetViewportToMatch(1.f);
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g_Renderer->SetPerspective(CCameraManager::DefaultFirstPersonFOV(),
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CGraphics::g_ViewportResolution.x /
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float(CGraphics::g_ViewportResolution.y),
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wsAspect,
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CCameraManager::DefaultNearPlane(),
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CCameraManager::DefaultFarPlane());
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g_Renderer->x318_26_ = true;
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@@ -243,6 +244,7 @@ void CWorldTransManager::DrawEnabled()
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m_dissolve.draw(zeus::CColor{1.f, 1.f, 1.f, t}, 1.f);
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}
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CWideScreenFilter::SetViewportToFull();
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m_widescreen.draw(zeus::CColor::skBlack, 1.f);
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float ftbT = 0.f;
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