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| author | Ray <[email protected]> | 2018-03-16 13:47:01 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-03-16 13:47:01 +0100 |
| commit | 61e0e4b4f37cc66135445bc87af7c92399fa69ee (patch) | |
| tree | 73d5b551497d345a5f2696aa33a21a7ed25c583a /src/rlgl.c | |
| parent | 9318dc98ce647acd9a718243555996618e95b959 (diff) | |
| download | raylib-61e0e4b4f37cc66135445bc87af7c92399fa69ee.tar.gz raylib-61e0e4b4f37cc66135445bc87af7c92399fa69ee.zip | |
Complete review of raymath for API consistency
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 8 |
1 files changed, 4 insertions, 4 deletions
@@ -470,7 +470,7 @@ void rlRotatef(float angleDeg, float x, float y, float z) Matrix matRotation = MatrixIdentity(); Vector3 axis = (Vector3){ x, y, z }; - Vector3Normalize(&axis); + axis = Vector3Normalize(axis); matRotation = MatrixRotate(axis, angleDeg*DEG2RAD); // NOTE: We transpose matrix with multiplication order @@ -570,7 +570,7 @@ void rlEnd(void) // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1 // Apply transformation matrix to all temp vertices - for (int i = 0; i < tempBufferCount; i++) Vector3Transform(&tempBuffer[i], *currentMatrix); + for (int i = 0; i < tempBufferCount; i++) tempBuffer[i] = Vector3Transform(tempBuffer[i], *currentMatrix); // Deactivate tempBuffer usage to allow rlVertex3f do its job useTempBuffer = false; @@ -1356,13 +1356,13 @@ Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view) // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it Matrix matViewProj = MatrixMultiply(view, proj); - MatrixInvert(&matViewProj); + matViewProj= MatrixInvert(matViewProj); // Create quaternion from source point Quaternion quat = { source.x, source.y, source.z, 1.0f }; // Multiply quat point by unproject matrix - QuaternionTransform(&quat, matViewProj); + quat = QuaternionTransform(quat, matViewProj); // Normalized world points in vectors result.x = quat.x/quat.w; |
