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Don't create an ortho matrix when the viewport is 0 in any axis. (#1504)

* Don't create an ortho matrix when the viewport is 0 in any axis.
Not all compilers divide by 0 and return inf, some segfault.
The matrix is not used by anything when minimized, so it just needs to not be called.

* Better fix that always ensures the rlgl matrix is always valid

* Better fix that always ensures the rlgl matrix is always valid
pull/1515/head
Jeffery Myers 5 лет назад
committed by GitHub
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5d4aada526
Не найден GPG ключ соответствующий данной подписи Идентификатор GPG ключа: 4AEE18F83AFDEB23
1 измененных файлов: 6 добавлений и 0 удалений
  1. +6
    -0
      src/rlgl.h

+ 6
- 0
src/rlgl.h Просмотреть файл

@ -1100,6 +1100,12 @@ void rlFrustum(double left, double right, double bottom, double top, double znea
// Multiply the current matrix by an orthographic matrix generated by parameters
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
{
if (right - left <= 0 || bottom - top <= 0)
{
*RLGL.State.currentMatrix = MatrixIdentity();
return;
}
Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar);
*RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho);

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