shaunlebron / blinky

Exploring peripheral vision in games (using Quake)
MIT License
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[bug] fix trism globe peculiarities #62

Closed shaunlebron closed 13 years ago

shaunlebron commented 13 years ago

The top and bottom plate FOVs are kludged to fit a strange overlap issue. Properly calculate the necessary FOV for these plates and define a globe_plate(x,y,z) function since this isn't a regular polyhedra that can use the default plate resolution.

shaunlebron commented 13 years ago

The proper FOV for the top and bottom is 100 degrees. After correcting the overlap issue, a new problem manifested with the view model being clipped at the corner. Reverted and back and everything is fine.