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3D:: flatten Z in the correct direction in full 3D
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@ -1337,6 +1337,7 @@ transmatrix atscreenpos(ld x, ld y, ld size) {
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V[1][3] += (y - current_display->ycenter);
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V[0][0] = size * 2 * cgi.hcrossf / cgi.crossf;
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V[1][1] = size * 2 * cgi.hcrossf / cgi.crossf;
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if(WDIM == 3) V[2][2] = -1;
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}
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else {
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V[0][2] += (x - current_display->xcenter);
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