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authorBrian E <[email protected]>2023-10-01 22:00:25 +0100
committerGitHub <[email protected]>2023-10-01 23:00:25 +0200
commit7351240218849b1579db962f30e42fb982400c7e (patch)
treeaf6def67874c4c7b5bad83584d090c3286c04b01 /src/rcore.c
parentc3a1c8c8eb8c9b7fac20fa6993e4663a84be17f1 (diff)
downloadraylib-7351240218849b1579db962f30e42fb982400c7e.tar.gz
raylib-7351240218849b1579db962f30e42fb982400c7e.zip
[rcore] reveiwed GetWorldToScreenEx (#3351)
* reveiwed GetWorldToScreenEx Used the inputted "width" instead of global CORE.window. Used Vector3Transform instead of quaternion. * reverted accidental unrelated change * reverted Vector3Transform back * fixed mistyped result --------- Co-authored-by: Brian-E <[email protected]>
Diffstat (limited to 'src/rcore.c')
-rw-r--r--src/rcore.c4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/rcore.c b/src/rcore.c
index 26ff79d9..3ba0404d 100644
--- a/src/rcore.c
+++ b/src/rcore.c
@@ -2952,7 +2952,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
- float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
+ double aspect = ((double)width/(double)height);
double top = camera.fovy/2.0;
double right = top*aspect;
@@ -2963,8 +2963,6 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
- // TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
-
// Convert world position vector to quaternion
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };