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authorraysan5 <raysan5@gmail.com>2017-07-22 10:35:41 +0200
committerraysan5 <raysan5@gmail.com>2017-07-22 10:35:49 +0200
commit00d2768bc910ca0b6749878f0d142b62d30d55c1 (patch)
treefda7d1963c0096452bacd8ba3682db8edc1ccc48 /src/core.c
parentbee980e90f1e27a0db8bd583ad0be57113d1298e (diff)
downloadraylib-00d2768bc910ca0b6749878f0d142b62d30d55c1.tar.gz
raylib-00d2768bc910ca0b6749878f0d142b62d30d55c1.zip
Corrected bug on MatrixPerspective()
Some other tweaks...
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/core.c b/src/core.c
index 5e7cc811..028d7b14 100644
--- a/src/core.c
+++ b/src/core.c
@@ -885,7 +885,7 @@ void Begin3dMode(Camera camera)
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
- double top = 0.01*tan(camera.fovy*PI/360.0);
+ double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values