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Fix for screwy view when you lean too far forward.
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@ -401,6 +401,10 @@ void ViewFrustum::computeOffAxisFrustum(float& left, float& right, float& bottom
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far = max(far, -corners[i].z);
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}
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// make sure the near clip isn't too small to be valid
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const float MIN_NEAR = 0.01f;
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near = max(MIN_NEAR, near);
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// get the near/far normal and use it to find the clip planes
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glm::vec4 normal = eyeMatrix * glm::vec4(0.0f, 0.0f, 1.0f, 0.0f);
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nearClipPlane = glm::vec4(-normal.x, -normal.y, -normal.z, glm::dot(normal, corners[0]));
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