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authorRay <[email protected]>2018-03-16 13:47:01 +0100
committerRay <[email protected]>2018-03-16 13:47:01 +0100
commit61e0e4b4f37cc66135445bc87af7c92399fa69ee (patch)
tree73d5b551497d345a5f2696aa33a21a7ed25c583a /src/core.c
parent9318dc98ce647acd9a718243555996618e95b959 (diff)
downloadraylib-61e0e4b4f37cc66135445bc87af7c92399fa69ee.tar.gz
raylib-61e0e4b4f37cc66135445bc87af7c92399fa69ee.zip
Complete review of raymath for API consistency
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/core.c b/src/core.c
index 2f79d5be..0532c3c4 100644
--- a/src/core.c
+++ b/src/core.c
@@ -432,7 +432,7 @@ static void *GamepadThread(void *arg); // Mouse reading thread
// NOTE: data parameter could be used to pass any kind of required data to the initialization
void InitWindow(int width, int height, void *data)
{
- TraceLog(LOG_INFO, "Initializing raylib (v1.9.5-dev)");
+ TraceLog(LOG_INFO, "Initializing raylib (v1.9.6-dev)");
#if defined(PLATFORM_DESKTOP)
windowTitle = (char *)data;
@@ -503,7 +503,7 @@ void InitWindow(int width, int height, void *data)
// NOTE: data parameter could be used to pass any kind of required data to the initialization
void InitWindow(int width, int height, void *data)
{
- TraceLog(LOG_INFO, "Initializing raylib (v1.9.5-dev)");
+ TraceLog(LOG_INFO, "Initializing raylib (v1.9.6-dev)");
screenWidth = width;
screenHeight = height;
@@ -1025,7 +1025,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
// Calculate normalized direction vector
Vector3 direction = Vector3Subtract(farPoint, nearPoint);
- Vector3Normalize(&direction);
+ direction = Vector3Normalize(direction);
// Apply calculated vectors to ray
ray.position = camera.position;
@@ -1047,10 +1047,10 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera)
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
// Transform world position to view
- QuaternionTransform(&worldPos, matView);
+ worldPos = QuaternionTransform(worldPos, matView);
// Transform result to projection (clip space position)
- QuaternionTransform(&worldPos, matProj);
+ worldPos = QuaternionTransform(worldPos, matProj);
// Calculate normalized device coordinates (inverted y)
Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };