WOW!

that was easy enough tongue

I took your code, and adapted it to this:
Code:
BMAP* map_normal_fisheye = "normalmap_fisheye.bmp";
void v_fisheye()
{
	sc_mtl_pp_refract.skill1 = floatv(0.8); //this is the refract/bump strength
	sc_mtl_pp_refract.skill2 = floatv(0); //normalmap shifting speed. we don't want the normalmap to move, so set it to 0
	sc_mtl_pp_refract.skill3 = floatv(0); //refractmask factor. (Only) makes sense when using the depthmap as refractmask
	sc_mtl_pp_refract.skin1 = map_normal_fisheye; // assign the normalmap to the refraction shader
	
	sc_ppAdd(sc_mtl_pp_refract,camera,0); //apply refraction shader to screen
}



then change the normalmap to this:


Next change the camera arc to 110...
Code:
camera.arc = 110;



and BAM! this is the result:




Now I knew about changing the camera arc, but that wouldnt add the curving in my geometry as you can see happening on this image... I'm really happy now grin thanks!

Only thing though, it does seem to make the game look refracted (on a tiny scale)... I guess it's due to the "refraction"-shader tongue But would there be a more smooth way?
If you dont know what i'm talking about, try the above and see for yourself.

kind regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/