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| author | Ray <[email protected]> | 2023-07-10 19:15:55 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-07-10 19:15:55 +0200 |
| commit | bc40012ca3d719ece17f8ba28865ccb6cdf8bbcf (patch) | |
| tree | 69f4cb97cb49664a6fcf8f9080ea745704ab178b | |
| parent | b807c590cb7eda1cca26546c96aba2494b6c1e65 (diff) | |
| download | raylib-bc40012ca3d719ece17f8ba28865ccb6cdf8bbcf.tar.gz raylib-bc40012ca3d719ece17f8ba28865ccb6cdf8bbcf.zip | |
Added missing structure on standalone mode #3160
| -rw-r--r-- | src/rcamera.h | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/src/rcamera.h b/src/rcamera.h index 4e99c3e8..c5382684 100644 --- a/src/rcamera.h +++ b/src/rcamera.h @@ -76,6 +76,14 @@ float z; // Vector z component } Vector3; + // Matrix, 4x4 components, column major, OpenGL style, right-handed + typedef struct Matrix { + float m0, m4, m8, m12; // Matrix first row (4 components) + float m1, m5, m9, m13; // Matrix second row (4 components) + float m2, m6, m10, m14; // Matrix third row (4 components) + float m3, m7, m11, m15; // Matrix fourth row (4 components) + } Matrix; + // Camera type, defines a camera position/orientation in 3d space typedef struct Camera3D { Vector3 position; // Camera position |
