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authorraysan5 <raysan5@gmail.com>2017-07-21 10:42:41 +0200
committerraysan5 <raysan5@gmail.com>2017-07-21 10:42:41 +0200
commit84aff31973667e6bec29915d60971f9a5bb02a44 (patch)
treee2a342e06add71caaa93884c9878899a7302b5f4 /src
parent163339991c48241e64b63031093799bb613f086a (diff)
downloadraylib-84aff31973667e6bec29915d60971f9a5bb02a44.tar.gz
raylib-84aff31973667e6bec29915d60971f9a5bb02a44.zip
MatrixPerspective() angle required in radians
Consistent with similar functions in raymath
Diffstat (limited to 'src')
-rw-r--r--src/core.c4
-rw-r--r--src/raymath.h3
2 files changed, 4 insertions, 3 deletions
diff --git a/src/core.c b/src/core.c
index 5cdd8e6b..fc653195 100644
--- a/src/core.c
+++ b/src/core.c
@@ -980,7 +980,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
TraceLog(LOG_DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
// Calculate projection matrix (from perspective instead of frustum)
- Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
+ Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
// Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
@@ -1033,7 +1033,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Vector2 GetWorldToScreen(Vector3 position, Camera camera)
{
// Calculate projection matrix (from perspective instead of frustum
- Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
+ Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
diff --git a/src/raymath.h b/src/raymath.h
index c4db0f3f..70d1bedd 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -873,9 +873,10 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
}
// Returns perspective projection matrix
+// NOTE: Angle should be provided in radians
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
{
- double top = near*tan(fovy*PI/360.0);
+ double top = near*tan(fovy);
double right = top*aspect;
return MatrixFrustum(-right, right, -top, top, near, far);