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@@ -1837,32 +1837,32 @@ RMAPI Matrix MatrixScale(float x, float y, float z)
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}
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// Get perspective projection matrix
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-RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
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+RMAPI Matrix MatrixFrustum(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 = ((float)near*2.0f)/rl;
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+ result.m0 = ((float)nearPlane*2.0f)/rl;
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result.m1 = 0.0f;
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result.m2 = 0.0f;
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result.m3 = 0.0f;
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result.m4 = 0.0f;
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- result.m5 = ((float)near*2.0f)/tb;
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+ result.m5 = ((float)nearPlane*2.0f)/tb;
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result.m6 = 0.0f;
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result.m7 = 0.0f;
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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.m12 = 0.0f;
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result.m13 = 0.0f;
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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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result.m15 = 0.0f;
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return result;
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