Hi!

Faced some troubles with your solution, txesmi!
Fullscreen mode messes everything up..

Take a look at this code
Code:
void main(){
	
	fps_max = 60;
	level_load("");
	wait(3);
	
	camera->arc = 90;
	
	my = ent_create("test.png", nullvector, NULL);
	set(my, PASSABLE | NOFILTER | ZNEAR);
	vec_fill(&my->scale_x, 1);
	my->ambient = 100;

	var distance = 16, size_z = 8;

	while(my){
		
		my->skill20 = fcos(0.5 * camera->arc, distance);
		my->skill21 = 0;
		my->skill22 = size_z - fsin(0.5 * camera->arc, distance) * screen_size.y / screen_size.x;
		
		vec_set(&my->x, &my->skill20);
		vec_rotate(&my->x, &camera->pan);
		vec_add(&my->x, &camera->x);
		
		my->pan = ang(camera->pan - 180);
		my->tilt = -camera->tilt;
		my->roll = -camera->roll;
		
		wait(1);
	}
	
}


And a small bmap to test it, here it goes (right click and save, it's 16x16):


As far as I understood it should work correctly, but it does not :<

Screen examples (notice that resolution is the same!)
Quote:
Windowed mode

Fullscreen mode


Greets!


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