/* adjust for aspect limits */
if(c->mina > 0 && c->maxa > 0) {
if(c->maxa < (float)*w / *h)
/* adjust for aspect limits */
if(c->mina > 0 && c->maxa > 0) {
if(c->maxa < (float)*w / *h)
- c->mina = (float)size.min_aspect.y / (float)size.min_aspect.x;
- c->maxa = (float)size.max_aspect.x / (float)size.max_aspect.y;
+ c->mina = (float)size.min_aspect.y / size.min_aspect.x;
+ c->maxa = (float)size.max_aspect.x / size.max_aspect.y;