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[rcore] reveiwed GetWorldToScreenEx (#3351)

* reveiwed GetWorldToScreenEx
Used the inputted "width" instead of global CORE.window.
Used Vector3Transform instead of quaternion.

* reverted accidental unrelated change

* reverted Vector3Transform back

* fixed mistyped result

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Co-authored-by: Brian-E <[email protected]>
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Modificáronse 1 ficheiros con 1 adicións e 3 borrados
  1. 1 3
      src/rcore.c

+ 1 - 3
src/rcore.c

@@ -2952,7 +2952,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
     }
     else if (camera.projection == CAMERA_ORTHOGRAPHIC)
     {
-        float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
+        double aspect = ((double)width/(double)height);
         double top = camera.fovy/2.0;
         double right = top*aspect;
 
@@ -2963,8 +2963,6 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
     // Calculate view matrix from camera look at (and transpose it)
     Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
 
-    // TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
-
     // Convert world position vector to quaternion
     Quaternion worldPos = { position.x, position.y, position.z, 1.0f };