vvs-
vvs-
Should we view that more as an idealized or simplified roadmap? That is we know that there is much in common between different TR versions, so it could be borrowed...
Could it be related to #40?
I have a feeling that frustum angle is determined by the Lara position and not the camera.
Another example, but this time in TR1:  That yellow room above Lara should not be visible.
I guess it belongs here: 
In _Obelisk of Khamoon_:  Happens after pulling switch 45.
I can still reproduce everything except one. EDIT: As it turned out the last example can be reproduced on a debug optimization level.
When running straight from that position I've got a total blackout. 
The first case described above (and many others) manifests itself where only vertical frustums exists. Even when there should be line of vision above them (i.e. horizontal frustum), actually it...
And yet another case. Looks like it appeared only after recent changes: 