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fixed apply_perspective to use the actual z to keep z-ordering correct
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@ -379,11 +379,11 @@ EX ld signed_sqrt(ld x) { return x > 0 ? sqrt(x) : -sqrt(-x); }
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EX int axial_x, axial_y;
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EX int axial_x, axial_y;
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EX void apply_perspective(const hyperpoint& H, hyperpoint& ret) {
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EX void apply_perspective(const hyperpoint& H, hyperpoint& ret) {
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if(H[2] == 0) { ret[0] = 1e6; ret[1] = 1e6; ret[2] = 1; return; }
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if(H[2] == 0) { ret[0] = 1e6; ret[1] = 1e6; ret[2] = 0; return; }
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ld ratio = vid.xres / current_display->tanfov / current_display->radius / 2;
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ld ratio = vid.xres / current_display->tanfov / current_display->radius / 2;
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ret[0] = H[0]/H[2] * ratio;
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ret[0] = H[0]/H[2] * ratio;
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ret[1] = H[1]/H[2] * ratio;
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ret[1] = H[1]/H[2] * ratio;
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ret[2] = 1;
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ret[2] = H[2];
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ret[3] = 1;
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ret[3] = 1;
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}
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}
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