diff options
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/models.c b/src/models.c index edbbfb2b..b74768b8 100644 --- a/src/models.c +++ b/src/models.c @@ -2667,16 +2667,16 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float // Draw a billboard void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint) { - Rectangle sourceRec = { 0.0f, 0.0f, (float)texture.width, (float)texture.height }; + Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height }; - DrawBillboardRec(camera, texture, sourceRec, center, size, tint); + DrawBillboardRec(camera, texture, source, center, size, tint); } // Draw a billboard (part of a texture defined by a rectangle) -void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint) +void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint) { - // NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width - Vector2 sizeRatio = { size, size*(float)sourceRec.height/sourceRec.width }; + // NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width + Vector2 sizeRatio = { size, size*(float)source.height/source.width }; Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); @@ -2711,19 +2711,19 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec rlColor4ub(tint.r, tint.g, tint.b, tint.a); // Bottom-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x/texture.width, (float)sourceRec.y/texture.height); + rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); rlVertex3f(a.x, a.y, a.z); // Top-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); + rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); rlVertex3f(d.x, d.y, d.z); // Top-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); + rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); rlVertex3f(c.x, c.y, c.z); // Bottom-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)sourceRec.y/texture.height); + rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); rlVertex3f(b.x, b.y, b.z); rlEnd(); |
