From ce8d7042c625d45e28755d80f9b39beb1d2a6c5a Mon Sep 17 00:00:00 2001 From: Ray Date: Fri, 16 Aug 2019 16:15:47 +0200 Subject: PR formatting review --- src/core.c | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) (limited to 'src') diff --git a/src/core.c b/src/core.c index 81bed607..d4df605f 100644 --- a/src/core.c +++ b/src/core.c @@ -1251,20 +1251,20 @@ void BeginMode2D(Camera2D camera) rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required - //The camera in world-space is set by - //1. Move it to target - //2. Rotate by -rotation and scale by (1/zoom) + // The camera in world-space is set by + // 1. Move it to target + // 2. Rotate by -rotation and scale by (1/zoom) // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller), // not for the camera getting bigger, hence the invert. Same deal with rotation. - //3. Move it by (-offset); + // 3. Move it by (-offset); // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera) // we need to do it into opposite direction (inverse transform) - // - //Having camera transform in world-space, inverse of it gives the modelview transform. - //Since (A*B*C)' = C'*B'*A', the modelview is - //1. Move to offset - //2. Rotate and Scale - //3. Move by -target + + // Having camera transform in world-space, inverse of it gives the modelview transform. + // Since (A*B*C)' = C'*B'*A', the modelview is + // 1. Move to offset + // 2. Rotate and Scale + // 3. Move by -target Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); -- cgit v1.2.3