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Corrected naming issue

pull/245/head
raysan5 před 8 roky
rodič
revize
7154b42f48
1 změnil soubory, kde provedl 6 přidání a 6 odebrání
  1. +6
    -6
      src/core.c

+ 6
- 6
src/core.c Zobrazit soubor

@ -1129,16 +1129,16 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
MatrixInvert(&matProjView);
// Calculate far and near points
Quaternion nearPoint = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
Quaternion farPoint = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
Quaternion qNear = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
Quaternion qFar = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
// Multiply points by unproject matrix
QuaternionTransform(&nearPoint, matProjView);
QuaternionTransform(&farPoint, matProjView);
QuaternionTransform(&qNear, matProjView);
QuaternionTransform(&qFar, matProjView);
// Calculate normalized world points in vectors
Vector3 nearPoint = { nearPoint.x/nearPoint.w, nearPoint.y/nearPoint.w, nearPoint.z/nearPoint.w};
Vector3 farPoint = { farPoint.x/farPoint.w, farPoint.y/farPoint.w, farPoint.z/farPoint.w};
Vector3 nearPoint = { qNear.x/qNear.w, qNear.y/qNear.w, qNear.z/qNear.w};
Vector3 farPoint = { qFar.x/qFar.w, qFar.y/qFar.w, qFar.z/qFar.w};
#endif
// Calculate normalized direction vector

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