diff options
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 20 |
1 files changed, 10 insertions, 10 deletions
@@ -609,10 +609,10 @@ void Begin3dMode(Camera camera) rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection rlLoadIdentity(); // Reset current matrix (PROJECTION) - + // Setup perspective projection float aspect = (float)screenWidth/(float)screenHeight; - double top = 0.01*tan(45.0*PI/360.0); + double top = 0.01*tan(camera.fovy*PI/360.0); double right = top*aspect; // NOTE: zNear and zFar values are important when computing depth buffer values @@ -883,7 +883,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); // Calculate projection matrix (from perspective instead of frustum) - Matrix matProj = MatrixPerspective(45.0, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); + Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); // Calculate view matrix from camera look at Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); @@ -936,7 +936,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) Vector2 WorldToScreen(Vector3 position, Camera camera) { // Calculate projection matrix (from perspective instead of frustum - Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f); + Matrix matProj = MatrixPerspective(camera.fovy, (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); @@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int // Normalize gestureEvent.position[0] for screenWidth and screenHeight gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures system for processing + + // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); #endif } @@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) // TODO: GPU assets reload in case of lost focus (lost context) // NOTE: This problem has been solved just unbinding and rebinding context from display - /* + /* if (assetsReloadRequired) { for (int i = 0; i < assetsCount; i++) @@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg) const int joystickAxisY = 1; // Read gamepad event - struct js_event gamepadEvent; + struct js_event gamepadEvent; - while (1) + while (1) { if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) { @@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg) */ } } - } + } return NULL; } |
