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@ -335,7 +335,6 @@ void ApplicationOverlay::displayOverlayTexture3DTV(Camera& whichCamera, float as
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glColor4f(1.0f, 1.0f, 1.0f, _alpha);
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//Render
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// fov -= RADIANS_PER_DEGREE * 2.5f; //reduce by 5 degrees so it fits in the view
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const GLfloat distance = 1.0f;
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const GLfloat halfQuadHeight = distance * tan(fov);
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