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### #ActualHodgman

Posted 07 January 2013 - 01:16 AM

It was just an example of using intuitive values in degrees, you can animate them however you like, e.g.

inline float lerp( float a, float b, float f ) { return b*f + a*(1-f); }
float fovDegrees = lerp( regularFov, sniperFov, zoomFraction )

What is your maximum zoom value -- what fov value are you using as the 'maximum'? If you use an fov of 0, then you'd end up with an infinitely thin frustum with no area... but any value greater than 0 should work (and smaller than 180º...)

Can you post a picture of your "weird" textures?

### #1Hodgman

Posted 07 January 2013 - 01:15 AM

It was just an example of using intuitive values in degrees, you can animate them however you like, e.g.

inline float lerp( float a, float b, float f ) { return b*f + a*(1-f); }
float fovDegrees = lerp( regularFov, sniperFov, zoomFraction )

What is your maximum zoom value -- what fov value are you using as the 'maximum'? If you use an fov of 0, then you'd end up with an infinitely thin frustum with no area... but any value greater than 0 should work (and smaller than 180º...)

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