Reviewed parameter names to avoid issues #3159
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@ -1509,11 +1509,11 @@ RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top,
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// Get perspective projection matrix
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// NOTE: Fovy angle must be provided in radians
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RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
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RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)
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{
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Matrix result = { 0 };
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double top = near*tan(fovy*0.5);
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double top = nearPlane*tan(fovY*0.5);
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double bottom = -top;
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double right = top*aspect;
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double left = -right;
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@ -1521,27 +1521,27 @@ RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double f
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// MatrixFrustum(-right, right, -top, top, near, far);
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float rl = (float)(right - left);
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float tb = (float)(top - bottom);
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float fn = (float)(far - near);
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float fn = (float)(farPlane - nearPlane);
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result.m0 = ((float)near*2.0f)/rl;
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result.m5 = ((float)near*2.0f)/tb;
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result.m0 = ((float)nearPlane*2.0f)/rl;
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result.m5 = ((float)nearPlane*2.0f)/tb;
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result.m8 = ((float)right + (float)left)/rl;
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result.m9 = ((float)top + (float)bottom)/tb;
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result.m10 = -((float)far + (float)near)/fn;
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result.m10 = -((float)farPlane + (float)nearPlane)/fn;
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result.m11 = -1.0f;
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result.m14 = -((float)far*(float)near*2.0f)/fn;
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result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
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return result;
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}
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// Get orthographic projection matrix
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RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
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RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
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{
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Matrix result = { 0 };
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float rl = (float)(right - left);
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float tb = (float)(top - bottom);
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float fn = (float)(far - near);
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float fn = (float)(farPlane - nearPlane);
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result.m0 = 2.0f/rl;
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result.m1 = 0.0f;
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@ -1557,7 +1557,7 @@ RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, d
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result.m11 = 0.0f;
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result.m12 = -((float)left + (float)right)/rl;
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result.m13 = -((float)top + (float)bottom)/tb;
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result.m14 = -((float)far + (float)near)/fn;
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result.m14 = -((float)farPlane + (float)nearPlane)/fn;
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result.m15 = 1.0f;
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return result;
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