@ -2952,7 +2952,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
}
}
else if ( camera . projection = = CAMERA_ORTHOGRAPHIC )
else if ( camera . projection = = CAMERA_ORTHOGRAPHIC )
{
{
float aspect = ( kt">float ) CORE . Window . screen . width / ( float ) CORE . Window . screen . height ;
double aspect = ( p">( double ) width / ( double ) height ) ;
double top = camera . fovy / 2.0 ;
double top = camera . fovy / 2.0 ;
double right = top * aspect ;
double right = top * aspect ;
@ -2963,8 +2963,6 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
/ / Calculate view matrix from camera look at ( and transpose it )
/ / Calculate view matrix from camera look at ( and transpose it )
Matrix matView = MatrixLookAt ( camera . position , camera . target , camera . up ) ;
Matrix matView = MatrixLookAt ( camera . position , camera . target , camera . up ) ;
/ / TODO : Why not use Vector3Transform ( Vector3 v , Matrix mat ) ?
/ / Convert world position vector to quaternion
/ / Convert world position vector to quaternion
Quaternion worldPos = { position . x , position . y , position . z , 1.0f } ;
Quaternion worldPos = { position . x , position . y , position . z , 1.0f } ;