@ -992,10 +992,10 @@ void BeginMode3D(Camera camera)
if ( camera . projection = = CAMERA_PERSPECTIVE )
{
/ / Setup perspective projection
double top = RL_CULL_DISTANCE_NEAR * tan ( camera . fovy * 0.5 * DEG2RAD ) ;
double top = rlGetCullDistanceNear ( ) * tan ( camera . fovy * 0.5 * DEG2RAD ) ;
double right = top * aspect ;
rlFrustum ( - right , right , - top , top , RL_CULL_DISTANCE_NEAR , RL_CULL_DISTANCE_FAR ) ;
rlFrustum ( - right , right , - top , top , rlGetCullDistanceNear ( ) , rlGetCullDistanceFar ( ) ) ;
}
else if ( camera . projection = = CAMERA_ORTHOGRAPHIC )
{
@ -1003,7 +1003,7 @@ void BeginMode3D(Camera camera)
double top = camera . fovy / 2.0 ;
double right = top * aspect ;
rlOrtho ( - right , right , - top , top , RL_CULL_DISTANCE_NEAR , RL_CULL_DISTANCE_FAR ) ;
rlOrtho ( - right , right , - top , top , rlGetCullDistanceNear ( ) , rlGetCullDistanceFar ( ) ) ;
}
rlMatrixMode ( RL_MODELVIEW ) ; / / Switch back to modelview matrix
@ -1207,7 +1207,7 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
/ / Compute camera projection matrices
float projOffset = 4.0f * lensShift ; / / Scaled to projection space coordinates [ - 1. .1 ]
Matrix proj = MatrixPerspective ( fovy , aspect , RL_CULL_DISTANCE_NEAR , RL_CULL_DISTANCE_FAR ) ;
Matrix proj = MatrixPerspective ( fovy , aspect , rlGetCullDistanceNear ( ) , rlGetCullDistanceFar ( ) ) ;
config . projection [ 0 ] = MatrixMultiply ( proj , MatrixTranslate ( projOffset , 0.0f , 0.0f ) ) ;
config . projection [ 1 ] = MatrixMultiply ( proj , MatrixTranslate ( - projOffset , 0.0f , 0.0f ) ) ;
@ -1446,7 +1446,7 @@ Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height
if ( camera . projection = = CAMERA_PERSPECTIVE )
{
/ / Calculate projection matrix from perspective
matProj = MatrixPerspective ( camera . fovy * DEG2RAD , ( ( double ) width / ( double ) height ) , RL_CULL_DISTANCE_NEAR , RL_CULL_DISTANCE_FAR ) ;
matProj = MatrixPerspective ( camera . fovy * DEG2RAD , ( ( double ) width / ( double ) height ) , rlGetCullDistanceNear ( ) , rlGetCullDistanceFar ( ) ) ;
}
else if ( camera . projection = = CAMERA_ORTHOGRAPHIC )
{
@ -1533,7 +1533,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
if ( camera . projection = = CAMERA_PERSPECTIVE )
{
/ / Calculate projection matrix from perspective
matProj = MatrixPerspective ( camera . fovy * DEG2RAD , ( ( double ) width / ( double ) height ) , RL_CULL_DISTANCE_NEAR , RL_CULL_DISTANCE_FAR ) ;
matProj = MatrixPerspective ( camera . fovy * DEG2RAD , ( ( double ) width / ( double ) height ) , rlGetCullDistanceNear ( ) , rlGetCullDistanceFar ( ) ) ;
}
else if ( camera . projection = = CAMERA_ORTHOGRAPHIC )
{
@ -1542,7 +1542,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
double right = top * aspect ;
/ / Calculate projection matrix from orthographic
matProj = MatrixOrtho ( - right , right , - top , top , RL_CULL_DISTANCE_NEAR , RL_CULL_DISTANCE_FAR ) ;
matProj = MatrixOrtho ( - right , right , - top , top , rlGetCullDistanceNear ( ) , rlGetCullDistanceFar ( ) ) ;
}
/ / Calculate view matrix from camera look at ( and transpose it )