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Reviewed parameter names to avoid issues #3159

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Ray hace 1 año
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      src/raymath.h

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@ -1509,11 +1509,11 @@ RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top,
// Get perspective projection matrix
// NOTE: Fovy angle must be provided in radians
RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)
{
Matrix result = { 0 };
double top = near*tan(fovy*0.5);
double top = nearPlane*tan(fovY*0.5);
double bottom = -top;
double right = top*aspect;
double left = -right;
@ -1521,27 +1521,27 @@ RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double f
// MatrixFrustum(-right, right, -top, top, near, far);
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(far - near);
float fn = (float)(farPlane - nearPlane);
result.m0 = ((float)near*2.0f)/rl;
result.m5 = ((float)near*2.0f)/tb;
result.m0 = ((float)nearPlane*2.0f)/rl;
result.m5 = ((float)nearPlane*2.0f)/tb;
result.m8 = ((float)right + (float)left)/rl;
result.m9 = ((float)top + (float)bottom)/tb;
result.m10 = -((float)far + (float)near)/fn;
result.m10 = -((float)farPlane + (float)nearPlane)/fn;
result.m11 = -1.0f;
result.m14 = -((float)far*(float)near*2.0f)/fn;
result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
return result;
}
// Get orthographic projection matrix
RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
{
Matrix result = { 0 };
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(far - near);
float fn = (float)(farPlane - nearPlane);
result.m0 = 2.0f/rl;
result.m1 = 0.0f;
@ -1557,7 +1557,7 @@ RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, d
result.m11 = 0.0f;
result.m12 = -((float)left + (float)right)/rl;
result.m13 = -((float)top + (float)bottom)/tb;
result.m14 = -((float)far + (float)near)/fn;
result.m14 = -((float)farPlane + (float)nearPlane)/fn;
result.m15 = 1.0f;
return result;

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