remove aspect ratio check from demo graphics, see also http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=6944
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@@ -217,16 +217,9 @@ void DemoApplication::updateCamera() {
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btScalar aspect;
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btVector3 extents;
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if (m_glutScreenWidth > m_glutScreenHeight)
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{
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aspect = m_glutScreenWidth / (btScalar)m_glutScreenHeight;
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extents.setValue(aspect * 1.0f, 1.0f,0);
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} else
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{
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aspect = m_glutScreenHeight / (btScalar)m_glutScreenWidth;
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extents.setValue(1.0f, aspect*1.f,0);
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}
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aspect = m_glutScreenWidth / (btScalar)m_glutScreenHeight;
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extents.setValue(aspect * 1.0f, 1.0f,0);
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if (m_ortho)
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{
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@@ -245,15 +238,8 @@ void DemoApplication::updateCamera() {
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//glTranslatef(100,210,0);
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} else
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{
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if (m_glutScreenWidth > m_glutScreenHeight)
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{
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// glFrustum (-aspect, aspect, -1.0, 1.0, 1.0, 10000.0);
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glFrustum (-aspect * m_frustumZNear, aspect * m_frustumZNear, -m_frustumZNear, m_frustumZNear, m_frustumZNear, m_frustumZFar);
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} else
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{
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// glFrustum (-1.0, 1.0, -aspect, aspect, 1.0, 10000.0);
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glFrustum (-aspect * m_frustumZNear, aspect * m_frustumZNear, -m_frustumZNear, m_frustumZNear, m_frustumZNear, m_frustumZFar);
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}
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// glFrustum (-aspect, aspect, -1.0, 1.0, 1.0, 10000.0);
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glFrustum (-aspect * m_frustumZNear, aspect * m_frustumZNear, -m_frustumZNear, m_frustumZNear, m_frustumZNear, m_frustumZFar);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(m_cameraPosition[0], m_cameraPosition[1], m_cameraPosition[2],
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@@ -598,15 +584,8 @@ btVector3 DemoApplication::getRayTo(int x,int y)
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btScalar aspect;
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btVector3 extents;
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if (m_glutScreenWidth > m_glutScreenHeight)
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{
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aspect = m_glutScreenWidth / (btScalar)m_glutScreenHeight;
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extents.setValue(aspect * 1.0f, 1.0f,0);
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} else
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{
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aspect = m_glutScreenHeight / (btScalar)m_glutScreenWidth;
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extents.setValue(1.0f, aspect*1.f,0);
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}
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aspect = m_glutScreenWidth / (btScalar)m_glutScreenHeight;
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extents.setValue(aspect * 1.0f, 1.0f,0);
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extents *= m_cameraDistance;
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btVector3 lower = m_cameraTargetPosition - extents;
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@@ -649,16 +628,9 @@ btVector3 DemoApplication::getRayTo(int x,int y)
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btScalar aspect;
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if (m_glutScreenWidth > m_glutScreenHeight)
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{
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aspect = m_glutScreenWidth / (btScalar)m_glutScreenHeight;
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hor*=aspect;
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} else
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{
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aspect = m_glutScreenHeight / (btScalar)m_glutScreenWidth;
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vertical*=aspect;
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}
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aspect = m_glutScreenWidth / (btScalar)m_glutScreenHeight;
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hor*=aspect;
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btVector3 rayToCenter = rayFrom + rayForward;
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