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Renamed function for consistency

pull/114/head
raysan5 8 years ago
parent
commit
fd67e31f63
3 changed files with 4 additions and 4 deletions
  1. +1
    -1
      examples/core_world_screen.c
  2. +2
    -2
      src/core.c
  3. +1
    -1
      src/raylib.h

+ 1
- 1
examples/core_world_screen.c View File

@ -43,7 +43,7 @@ int main()
UpdateCamera(&camera); // Update internal camera and our camera
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
//----------------------------------------------------------------------------------
// Draw

+ 2
- 2
src/core.c View File

@ -905,7 +905,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
#else // OPTION 2: Compute unprojection directly here
// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
Matrix matProjView = MatrixMultiply(matProj, matView);
MatrixInvert(&matProjView);
@ -935,7 +935,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
}
// Returns the screen space position from a 3d world space position
Vector2 WorldToScreen(Vector3 position, Camera camera)
Vector2 GetWorldToScreen(Vector3 position, Camera camera)
{
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);

+ 1
- 1
src/raylib.h View File

@ -586,7 +586,7 @@ void BeginTextureMode(RenderTexture2D target); // Initializes rende
void EndTextureMode(void); // Ends drawing to render texture
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
void SetTargetFPS(int fps); // Set target FPS (maximum)

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