mirror of https://github.com/bkaradzic/bgfx
Fix wrong frustum in shadowmaps example (#1372)
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@ -1957,7 +1957,7 @@ public:
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const float camAspect = float(int32_t(m_viewState.m_width) ) / float(int32_t(m_viewState.m_height) );
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const float camNear = 0.1f;
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const float camFar = 2000.0f;
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const float projHeight = 1.0f/bx::tan(bx::toRad(camFovy)*0.5f);
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const float projHeight = bx::tan(bx::toRad(camFovy)*0.5f);
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const float projWidth = projHeight * camAspect;
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bx::mtxProj(m_viewState.m_proj, camFovy, camAspect, camNear, camFar, caps->homogeneousDepth);
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cameraGetViewMtx(m_viewState.m_view);
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