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| author | Ray <[email protected]> | 2021-05-20 19:14:20 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-05-20 19:14:20 +0200 |
| commit | 7b6b87ec5bd401408fea4cd4371169ee904d5028 (patch) | |
| tree | a2c8b15cf376f6b8a9acc8bf029b24dad64bc4dc /examples/others | |
| parent | b90ac7bd3145a171de388f51adb5e7fd116e44e8 (diff) | |
| download | raylib-7b6b87ec5bd401408fea4cd4371169ee904d5028.tar.gz raylib-7b6b87ec5bd401408fea4cd4371169ee904d5028.zip | |
Update VS2019 project: rlgl_standalone
Diffstat (limited to 'examples/others')
| -rw-r--r-- | examples/others/rlgl_standalone.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/others/rlgl_standalone.c b/examples/others/rlgl_standalone.c index f1fce858..47233afd 100644 --- a/examples/others/rlgl_standalone.c +++ b/examples/others/rlgl_standalone.c @@ -176,7 +176,7 @@ int main(void) // Draw '3D' elements in the scene //----------------------------------------------- // Calculate projection matrix (from perspective) and view matrix from camera look at - Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)screenWidth/(double)screenHeight, 0.01, 1000.0); + Matrix matProj = MatrixPerspective((double)(camera.fovy*DEG2RAD), (double)screenWidth/(double)screenHeight, 0.01, 1000.0); Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader) |
