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-rw-r--r--src/core.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/core.c b/src/core.c
index 06260281..c07f2f86 100644
--- a/src/core.c
+++ b/src/core.c
@@ -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);