From 891c4a458a2fb03737c75def69dd6b0d67d38ad5 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Mon, 4 Jan 2016 20:02:57 +0100 Subject: [PATCH] Matrix variables renaming --- src/core.c | 12 ++++++------ src/rlgl.c | 20 ++++++++++---------- 2 files changed, 16 insertions(+), 16 deletions(-) diff --git a/src/core.c b/src/core.c index 06260281d..c07f2f863 100644 --- a/src/core.c +++ b/src/core.c @@ -774,8 +774,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) { Ray ray; - Matrix proj = MatrixIdentity(); - Matrix view = MatrixLookAt(camera.position, camera.target, camera.up); + Matrix matProj = MatrixIdentity(); + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); // Calculate projection matrix for the camera float aspect = (float)GetScreenWidth()/(float)GetScreenHeight(); @@ -783,8 +783,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) double right = top*aspect; // NOTE: zNear and zFar values are important for depth - proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f); - MatrixTranspose(&proj); + matProj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f); + MatrixTranspose(&matProj); // NOTE: Our screen origin is top-left instead of bottom-left: transform required! float invertedMouseY = (float)GetScreenHeight() - mousePosition.y; @@ -797,8 +797,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) Vector3 nearPoint = { mousePosition.x, invertedMouseY, 0.0f }; Vector3 farPoint = { mousePosition.x, invertedMouseY, 1.0f }; - nearPoint = rlglUnproject(nearPoint, proj, view); - farPoint = rlglUnproject(farPoint, proj, view); // TODO: it seems it doesn't work... + nearPoint = rlglUnproject(nearPoint, matProj, matView); + farPoint = rlglUnproject(farPoint, matProj, matView); // TODO: it seems it doesn't work... Vector3 direction = VectorSubtract(farPoint, nearPoint); VectorNormalize(&direction); diff --git a/src/rlgl.c b/src/rlgl.c index 504381b2a..4531f2d8a 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -397,33 +397,33 @@ void rlLoadIdentity(void) // Multiply the current matrix by a translation matrix void rlTranslatef(float x, float y, float z) { - Matrix mat = MatrixTranslate(x, y, z); - MatrixTranspose(&mat); + Matrix matTranslation = MatrixTranslate(x, y, z); + MatrixTranspose(&matTranslation); - *currentMatrix = MatrixMultiply(*currentMatrix, mat); + *currentMatrix = MatrixMultiply(*currentMatrix, matTranslation); } // Multiply the current matrix by a rotation matrix void rlRotatef(float angleDeg, float x, float y, float z) { - Matrix rotation = MatrixIdentity(); + Matrix matRotation = MatrixIdentity(); Vector3 axis = (Vector3){ x, y, z }; VectorNormalize(&axis); - rotation = MatrixRotate(angleDeg*DEG2RAD, axis); + matRotation = MatrixRotate(angleDeg*DEG2RAD, axis); - MatrixTranspose(&rotation); + MatrixTranspose(&matRotation); - *currentMatrix = MatrixMultiply(*currentMatrix, rotation); + *currentMatrix = MatrixMultiply(*currentMatrix, matRotation); } // Multiply the current matrix by a scaling matrix void rlScalef(float x, float y, float z) { - Matrix mat = MatrixScale(x, y, z); - MatrixTranspose(&mat); + Matrix matScale = MatrixScale(x, y, z); + MatrixTranspose(&matScale); - *currentMatrix = MatrixMultiply(*currentMatrix, mat); + *currentMatrix = MatrixMultiply(*currentMatrix, matScale); } // Multiply the current matrix by another matrix