diff --git a/src/core.c b/src/core.c
index 5e7cc8117..028d7b141 100644
--- a/src/core.c
+++ b/src/core.c
@@ -885,7 +885,7 @@ void Begin3dMode(Camera camera)
 
     // Setup perspective projection
     float aspect = (float)screenWidth/(float)screenHeight;
-    double top = 0.01*tan(camera.fovy*PI/360.0);
+    double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
     double right = top*aspect;
 
     // NOTE: zNear and zFar values are important when computing depth buffer values
diff --git a/src/models.c b/src/models.c
index 7df9a10b5..47175b2c2 100644
--- a/src/models.c
+++ b/src/models.c
@@ -120,8 +120,8 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
     rlPushMatrix();
 
         // NOTE: Be careful! Function order matters (scale -> rotate -> translate)
-        rlScalef(1.0f, 3.0f, 1.0f);
-        rlRotatef(45, 0, 1, 0);
+        //rlScalef(1.0f, 3.0f, 1.0f);
+        //rlRotatef(45, 0, 1, 0);
         rlTranslatef(position.x, position.y, position.z);
 
         rlBegin(RL_TRIANGLES);
diff --git a/src/raymath.h b/src/raymath.h
index 270441a54..93ae90aee 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -882,7 +882,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
 // NOTE: Angle should be provided in radians
 RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
 {
-    double top = near*tan(fovy);
+    double top = near*tan(fovy*0.5); 
     double right = top*aspect;
 
     return MatrixFrustum(-right, right, -top, top, near, far);
diff --git a/src/rlgl.c b/src/rlgl.c
index 936128963..ac4ad20d7 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -3585,7 +3585,7 @@ static void UpdateBuffersDefault(void)
 
 // Draw default internal buffers vertex data
 // NOTE: We draw in this order: lines, triangles, quads
-static void DrawBuffersDefault()
+static void DrawBuffersDefault(void)
 {
     Matrix matProjection = projection;
     Matrix matModelView = modelview;
@@ -3967,9 +3967,9 @@ static void SetStereoConfig(VrDeviceInfo hmd)
     SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
 #endif
 
-    // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
+    // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
     // ...but with lens distortion it is increased (see Oculus SDK Documentation)
-    //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG;     // Really need distortionScale?
+    //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance);     // Really need distortionScale?
     float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
 
     // Compute camera projection matrices