Complete review of raymath

Now it should be coherent with OpenGL math standards
This commit is contained in:
raysan5 2017-07-21 17:19:28 +02:00
parent 9040526f17
commit e52032f646
5 changed files with 71 additions and 86 deletions

View file

@ -895,8 +895,8 @@ void Begin3dMode(Camera camera)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Setup Camera view
Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera)
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
}
@ -991,7 +991,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
// For example, if you get view matrix, transpose and inverted and you transform it
// to a vector, you will get its 3d world position coordinates (camera.position).
// If you don't transpose, final position will be wrong.
MatrixTranspose(&matView);
//MatrixTranspose(&matView);
//#define USE_RLGL_UNPROJECT
#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlUnproject()
@ -1037,7 +1037,6 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera)
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&matView);
// Convert world position vector to quaternion
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };