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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_FramingManager.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
index 8b0ec22fde3..6e7c5f1b326 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
@@ -149,18 +149,18 @@ ComputeBestFitViewRect(
const float design_aspect_ratio,
RAS_Rect &viewport
) {
- // try and honour the aspect ratio when setting the
+ // try and honour the aspect ratio when setting the
// drawable area. If we don't do this we are liable
// to get a lot of distortion in the rendered image.
-
+
int width = availableViewport.GetWidth();
int height = availableViewport.GetHeight();
float window_aspect = float(width)/float(height);
if (window_aspect < design_aspect_ratio) {
- int v_height = (int)(width / design_aspect_ratio);
- int left_over = (height - v_height) / 2;
-
+ int v_height = (int)(width / design_aspect_ratio);
+ int left_over = (height - v_height) / 2;
+
viewport.SetLeft(availableViewport.GetLeft());
viewport.SetBottom(availableViewport.GetBottom() + left_over);
viewport.SetRight(availableViewport.GetLeft() + width);
@@ -168,7 +168,7 @@ ComputeBestFitViewRect(
} else {
int v_width = (int)(height * design_aspect_ratio);
- int left_over = (width - v_width) / 2;
+ int left_over = (width - v_width) / 2;
viewport.SetLeft(availableViewport.GetLeft() + left_over);
viewport.SetBottom(availableViewport.GetBottom());
@@ -195,7 +195,7 @@ ComputeViewport(
float design_aspect_ratio = float(1);
if (design_height == float(0)) {
- // well this is ill defined
+ // well this is ill defined
// lets just scale the thing
type = RAS_FrameSettings::e_frame_scale;
@@ -223,7 +223,7 @@ ComputeViewport(
design_aspect_ratio,
viewport
);
-
+
break;
}
default :
@@ -254,14 +254,14 @@ ComputeFrustum(
float design_aspect_ratio = float(1);
if (design_height == float(0)) {
- // well this is ill defined
+ // well this is ill defined
// lets just scale the thing
type = RAS_FrameSettings::e_frame_scale;
} else {
design_aspect_ratio = design_width/design_height;
}
-
+
ComputeDefaultFrustum(
camnear,
camfar,
@@ -317,7 +317,7 @@ ComputeFrustum(
frustum.x2 *= x_scale;
frustum.y1 *= y_scale;
frustum.y2 *= y_scale;
-
+
break;
}
case RAS_FrameSettings::e_frame_scale :
@@ -350,14 +350,14 @@ RAS_FramingManager::
float design_aspect_ratio = float(1);
if (design_height == float(0)) {
- // well this is ill defined
+ // well this is ill defined
// lets just scale the thing
type = RAS_FrameSettings::e_frame_scale;
} else {
design_aspect_ratio = design_width/design_height;
}
-
+
ComputeDefaultOrtho(
camnear,
camfar,
@@ -411,7 +411,7 @@ RAS_FramingManager::
frustum.x2 *= x_scale;
frustum.y1 *= y_scale;
frustum.y2 *= y_scale;
-
+
break;
}
case RAS_FrameSettings::e_frame_scale :
@@ -419,7 +419,7 @@ RAS_FramingManager::
default :
break;
}
-
+
}