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@@ -1912,23 +1912,12 @@ void BeginMode3D(Camera3D camera)
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rlLoadIdentity(); // Reset current matrix (projection)
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rlLoadIdentity(); // Reset current matrix (projection)
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float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
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float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
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+
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+ double top = 0;
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+ if (camera.type == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
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+ else if (camera.type == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0;
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- if (camera.type == CAMERA_PERSPECTIVE)
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- {
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- // Setup perspective projection
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- double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
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- double right = top*aspect;
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-
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- rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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- }
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- else if (camera.type == CAMERA_ORTHOGRAPHIC)
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- {
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- // Setup orthographic projection
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- double top = camera.fovy/2.0;
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- double right = top*aspect;
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-
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- rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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- }
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+ rlFrustum(-right, top*aspect, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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// NOTE: zNear and zFar values are important when computing depth buffer values
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// NOTE: zNear and zFar values are important when computing depth buffer values
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