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Some warnings review

pull/545/head
Ray 6 years ago
parent
commit
0b05169aa7
1 changed files with 6 additions and 4 deletions
  1. +6
    -4
      src/core.c

+ 6
- 4
src/core.c View File

@ -1026,7 +1026,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
// Calculate view matrix from camera look at // Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Matrix matProj;
Matrix matProj = MatrixIdentity();
if (camera.type == CAMERA_PERSPECTIVE) if (camera.type == CAMERA_PERSPECTIVE)
{ {
@ -1038,6 +1038,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
float aspect = (float)screenWidth/(float)screenHeight; float aspect = (float)screenWidth/(float)screenHeight;
double top = camera.fovy/2.0; double top = camera.fovy/2.0;
double right = top*aspect; double right = top*aspect;
// Calculate projection matrix from orthographic // Calculate projection matrix from orthographic
matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0); matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
} }
@ -1067,18 +1068,19 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Vector2 GetWorldToScreen(Vector3 position, Camera camera) Vector2 GetWorldToScreen(Vector3 position, Camera camera)
{ {
// Calculate projection matrix (from perspective instead of frustum // Calculate projection matrix (from perspective instead of frustum
Matrix matProj;
Matrix matProj = MatrixIdentity();
if(camera.type == CAMERA_PERSPECTIVE)
if (camera.type == CAMERA_PERSPECTIVE)
{ {
// Calculate projection matrix from perspective // Calculate projection matrix from perspective
matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
} }
else if(camera.type == CAMERA_ORTHOGRAPHIC)
else if (camera.type == CAMERA_ORTHOGRAPHIC)
{ {
float aspect = (float)screenWidth/(float)screenHeight; float aspect = (float)screenWidth/(float)screenHeight;
double top = camera.fovy/2.0; double top = camera.fovy/2.0;
double right = top*aspect; double right = top*aspect;
// Calculate projection matrix from orthographic // Calculate projection matrix from orthographic
matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0); matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
} }

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