fix aspect ratio as well as billboard scaling
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@ -15,7 +15,7 @@
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#define TERRAIN_FREQUENCY 0.1f
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#define TERRAIN_DISTANCE 32
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#define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2)
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#define PLAYER_HEIGHT 0.7f
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#define PLAYER_HEIGHT 0.6f
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static float heightmap[TERRAIN_DISTANCE][TERRAIN_DISTANCE];
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@ -80,10 +80,10 @@ void finally_draw_billboard_batch(struct MeshBatch const *batch,
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const float xr = srcrect.x / dims.w;
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const float yr = srcrect.y / dims.h;
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const Vec2 uv0 = { xr + 1 * wr, yr + 0 * hr };
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const Vec2 uv1 = { xr + 1 * wr, yr + 1 * hr };
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const Vec2 uv2 = { xr + 0 * wr, yr + 1 * hr };
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const Vec2 uv3 = { xr + 0 * wr, yr + 0 * hr };
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const Vec2 uv0 = { xr + wr, yr };
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const Vec2 uv1 = { xr + wr, yr + hr };
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const Vec2 uv2 = { xr, yr + hr };
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const Vec2 uv3 = { xr, yr };
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/* emit vertex data */
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VertexBuffer const buffer = get_scratch_vertex_array();
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@ -39,7 +39,7 @@ Matrix4 camera_perspective(const Camera *const camera) {
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/* from cglm */
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Matrix4 result = {0};
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const float aspect = (float)(ctx.base_render_width / ctx.base_render_height);
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const float aspect = ((float)ctx.base_render_width / (float)ctx.base_render_height);
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const float f = 1.0f / tanf(camera->fov * 0.5f);
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const float fn = 1.0f / (CAMERA_NEAR_Z - CAMERA_FAR_Z);
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