From 84aff31973667e6bec29915d60971f9a5bb02a44 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 21 Jul 2017 10:42:41 +0200 Subject: MatrixPerspective() angle required in radians Consistent with similar functions in raymath --- src/core.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/core.c') 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); -- cgit v1.2.3