MatrixPerspective() angle required in radians
Consistent with similar functions in raymath
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@ -980,7 +980,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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TraceLog(LOG_DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
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// Calculate projection matrix (from perspective instead of frustum)
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Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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// Calculate view matrix from camera look at
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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@ -1033,7 +1033,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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{
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// Calculate projection matrix (from perspective instead of frustum
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Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
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Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
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// Calculate view matrix from camera look at (and transpose it)
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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@ -873,9 +873,10 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
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}
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// Returns perspective projection matrix
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// NOTE: Angle should be provided in radians
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RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
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{
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double top = near*tan(fovy*PI/360.0);
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double top = near*tan(fovy);
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double right = top*aspect;
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return MatrixFrustum(-right, right, -top, top, near, far);
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