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Crazy camera projection bug fixed. (nw)
I was a little too aggressive when refactoring code for the frustum projection.
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@ -274,7 +274,7 @@ void hng64_state::setCameraProjectionMatrix(const UINT16* packet)
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bottom = uToF(packet[13]);
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// Note: The near and far clipping planes are totally guesses.
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near_ = uToF(packet[6]); // + (uToF(packet[6]) * uToF(packet[4]));
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near_ = uToF(packet[6]) + (uToF(packet[6]) * uToF(packet[4]));
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far_ = 0.9f; // uToF(packet[9]) + (uToF(packet[9]) * uToF(packet[7]));
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projectionMatrix[0] = (2.0f*near_)/(right-left);
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