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@@ -259,9 +259,9 @@ namespace oxygine
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const vector3& Up)
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{
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vector3 x, y, z, temp;
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- vector3::normalize(&z, At - Eye);
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- vector3::normalize(&x, *vector3::cross(&temp, Up, z));
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- vector3::normalize(&y, *vector3::cross(&temp, z, x));
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+ vector3::normalize(z, At - Eye);
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+ vector3::normalize(x, vector3::cross(temp, Up, z));
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+ vector3::normalize(y, vector3::cross(temp, z, x));
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out = matrix(
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x.x, y.x, z.x, 0,
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@@ -279,9 +279,9 @@ namespace oxygine
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const vector3& Up)
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{
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vector3 x, y, z, temp;
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- vector3::normalize(&z, Eye - At);
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- vector3::normalize(&x, *vector3::cross(&temp, Up, z));
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- vector3::normalize(&y, *vector3::cross(&temp, z, x));
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+ vector3::normalize(z, Eye - At);
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+ vector3::normalize(x, vector3::cross(temp, Up, z));
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+ vector3::normalize(y, vector3::cross(temp, z, x));
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*out = matrix(
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x.x, y.x, z.x, 0,
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@@ -364,10 +364,10 @@ namespace oxygine
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float x = y / aspect;
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out = matrix(
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- x, 0, 0, 0,
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- 0, y, 0, 0,
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- 0, 0, zFar / (zFar - zNear), 1,
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- 0, 0, -zFar * zNear / (zFar - zNear), 0);
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+ x, 0.0f, 0.0f, 0.0f,
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+ 0.0f, y, 0.0f, 0.0f,
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+ 0.0f, 0.0f, zFar / (zFar - zNear), 1.0f,
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+ 0.0f, 0.0f, -zFar * zNear / (zFar - zNear), 0.0f);
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return out;
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}
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@@ -377,11 +377,11 @@ namespace oxygine
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float y = T(1) / scalar::tan(T(0.5) * fovy);
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float x = y / aspect;
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- *out = matrix(
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- x, 0, 0, 0,
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- 0, y, 0, 0,
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- 0, 0, zFar / (zFar - zNear), -1,
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- 0, 0, zFar * zNear / (zFar - zNear), 0);
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+ out = matrix(
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+ x, 0.0f, 0.0f, 0.0f,
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+ 0.0f, y, 0.0f, 0.0f,
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+ 0.0f, 0.0f, zFar / (zFar - zNear), -1.0f,
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+ 0.0f, 0.0f, zFar * zNear / (zFar - zNear), 0.0f);
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return out;
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}
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