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authorvictorfisac <victorfisac@gmail.com>2016-01-04 21:03:30 +0100
committervictorfisac <victorfisac@gmail.com>2016-01-04 21:03:30 +0100
commit1c23edd1e52af56030e58b6fd097f1a8471f1483 (patch)
tree1f24f3c42e812a5c12a32c696d08f34489f1c2d2 /src/core.c
parentea500923565f66326e0ace470184374f158781d8 (diff)
parent891c4a458a2fb03737c75def69dd6b0d67d38ad5 (diff)
downloadraylib-1c23edd1e52af56030e58b6fd097f1a8471f1483.tar.gz
raylib-1c23edd1e52af56030e58b6fd097f1a8471f1483.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/core.c b/src/core.c
index 6a470240..96ce7176 100644
--- a/src/core.c
+++ b/src/core.c
@@ -783,8 +783,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
{
Ray ray;
- Matrix proj = MatrixIdentity();
- Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
+ Matrix matProj = MatrixIdentity();
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
// Calculate projection matrix for the camera
float aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
@@ -792,8 +792,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
double right = top*aspect;
// NOTE: zNear and zFar values are important for depth
- proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
- MatrixTranspose(&proj);
+ matProj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
+ MatrixTranspose(&matProj);
// NOTE: Our screen origin is top-left instead of bottom-left: transform required!
float invertedMouseY = (float)GetScreenHeight() - mousePosition.y;
@@ -806,8 +806,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Vector3 nearPoint = { mousePosition.x, invertedMouseY, 0.0f };
Vector3 farPoint = { mousePosition.x, invertedMouseY, 1.0f };
- nearPoint = rlglUnproject(nearPoint, proj, view);
- farPoint = rlglUnproject(farPoint, proj, view); // TODO: it seems it doesn't work...
+ nearPoint = rlglUnproject(nearPoint, matProj, matView);
+ farPoint = rlglUnproject(farPoint, matProj, matView); // TODO: it seems it doesn't work...
Vector3 direction = VectorSubtract(farPoint, nearPoint);
VectorNormalize(&direction);