diff options
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 12 |
1 files changed, 6 insertions, 6 deletions
@@ -774,8 +774,8 @@ 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(); @@ -783,8 +783,8 @@ 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; @@ -797,8 +797,8 @@ 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); |
