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-rw-r--r--src/core.c8
-rw-r--r--src/rlgl.h15
2 files changed, 15 insertions, 8 deletions
diff --git a/src/core.c b/src/core.c
index cb682652..7d7cf4bf 100644
--- a/src/core.c
+++ b/src/core.c
@@ -1331,7 +1331,7 @@ void BeginMode3D(Camera3D camera)
double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
double right = top*aspect;
- rlFrustum(-right, right, -top, top, 0.01, 1000.0);
+ rlFrustum(-right, right, -top, top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
{
@@ -1339,7 +1339,7 @@ void BeginMode3D(Camera3D camera)
double top = camera.fovy/2.0;
double right = top*aspect;
- rlOrtho(-right,right,-top,top, 0.01, 1000.0);
+ rlOrtho(-right, right, -top,top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
}
// NOTE: zNear and zFar values are important when computing depth buffer values
@@ -1452,7 +1452,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
if (camera.type == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
- matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
{
@@ -1528,7 +1528,7 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera)
if (camera.type == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
- matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
{
diff --git a/src/rlgl.h b/src/rlgl.h
index 349ea50a..6fa94d3f 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -136,6 +136,13 @@
#define MAX_MATRIX_STACK_SIZE 32 // Max size of Matrix stack
#define MAX_DRAWCALL_REGISTERED 256 // Max draws by state changes (mode, texture)
+#ifndef DEFAULT_NEAR_CULL_DISTANCE
+ #define DEFAULT_NEAR_CULL_DISTANCE 0.01 // Default near cull distance
+#endif
+#ifndef DEFAULT_FAR_CULL_DISTANCE
+ #define DEFAULT_FAR_CULL_DISTANCE 1000.0 // Default far cull distance
+#endif
+
// Shader and material limits
#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
@@ -3255,7 +3262,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Create projection and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -3333,7 +3340,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Create projection (transposed) and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -3414,7 +3421,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
// Create projection (transposed) and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -3632,7 +3639,7 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
// Compute camera projection matrices
float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
- Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
+ Matrix proj = MatrixPerspective(fovy, aspect, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));