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[rcore] reveiwed GetWorldToScreenEx (#3351)

* reveiwed GetWorldToScreenEx
Used the inputted "width" instead of global CORE.window.
Used Vector3Transform instead of quaternion.

* reverted accidental unrelated change

* reverted Vector3Transform back

* fixed mistyped result

---------

Co-authored-by: Brian-E <brian@intra.fo>
pull/3379/head
Brian E 1 year ago
committed by GitHub
parent
commit
7351240218
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 1 additions and 3 deletions
  1. +1
    -3
      src/rcore.c

+ 1
- 3
src/rcore.c View File

@ -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 };

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