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REVIEWED: BeginMode3D()

Simplified some code
pull/1656/head
Ray преди 4 години
родител
ревизия
d4e2c331b1
променени са 1 файла, в които са добавени 5 реда и са изтрити 16 реда
  1. +5
    -16
      src/core.c

+ 5
- 16
src/core.c Целия файл

@ -1912,23 +1912,12 @@ void BeginMode3D(Camera3D camera)
rlLoadIdentity(); // Reset current matrix (projection) rlLoadIdentity(); // Reset current matrix (projection)
float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height; float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
double top = 0;
if (camera.type == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
else if (camera.type == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0;
if (camera.type == CAMERA_PERSPECTIVE)
{
// Setup perspective projection
double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
double right = top*aspect;
rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
{
// Setup orthographic projection
double top = camera.fovy/2.0;
double right = top*aspect;
rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
rlFrustum(-right, top*aspect, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
// NOTE: zNear and zFar values are important when computing depth buffer values // NOTE: zNear and zFar values are important when computing depth buffer values

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