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authorraysan5 <raysan5@gmail.com>2016-05-03 19:27:06 +0200
committerraysan5 <raysan5@gmail.com>2016-05-03 19:27:06 +0200
commitfd67e31f630476980eb09e49177958703db5b3d3 (patch)
tree0530cf022ef725c23735933924cd50d654f0444b /src
parent8301980ba8f917dd445b346332c48ec3b2447511 (diff)
downloadraylib-fd67e31f630476980eb09e49177958703db5b3d3.tar.gz
raylib-fd67e31f630476980eb09e49177958703db5b3d3.zip
Renamed function for consistency
Diffstat (limited to 'src')
-rw-r--r--src/core.c4
-rw-r--r--src/raylib.h2
2 files changed, 3 insertions, 3 deletions
diff --git a/src/core.c b/src/core.c
index b27712a7..669010f9 100644
--- a/src/core.c
+++ b/src/core.c
@@ -905,7 +905,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
#else // OPTION 2: Compute unprojection directly here
-
+
// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
Matrix matProjView = MatrixMultiply(matProj, matView);
MatrixInvert(&matProjView);
@@ -935,7 +935,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
}
// Returns the screen space position from a 3d world space position
-Vector2 WorldToScreen(Vector3 position, 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);
diff --git a/src/raylib.h b/src/raylib.h
index bc98181b..8af7d2fb 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -586,7 +586,7 @@ void BeginTextureMode(RenderTexture2D target); // Initializes rende
void EndTextureMode(void); // Ends drawing to render texture
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
-Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
+Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
void SetTargetFPS(int fps); // Set target FPS (maximum)