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it's spelled "frustum"
1 parent fc96b25 commit 7f279c2

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lib/OpenGL/Matrix.xs

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -110,7 +110,7 @@ static void set_data_identity(GLfloat * data, int size)
110110
}
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}
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113-
static void set_data_frustrum(GLfloat * data,
113+
static void set_data_frustum(GLfloat * data,
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GLfloat left, GLfloat right, GLfloat top, GLfloat bottom, GLfloat n, GLfloat f)
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{
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GLfloat width = right-left;
@@ -395,10 +395,10 @@ set_quaternion(mat, degrees, ...)
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OUTPUT:
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RETVAL
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398-
#//# $status = $mat->set_frustrum($left, $right, $top, $bottom, $near, $far);
398+
#//# $status = $mat->set_frustum($left, $right, $top, $bottom, $near, $far);
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#//- Set 4x4 Frustrum Matrix; returns 0 if successful
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GLint
401-
set_frustrum(mat, left, right, top, bottom, n, f)
401+
set_frustum(mat, left, right, top, bottom, n, f)
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OpenGL::Matrix mat
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GLfloat left
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GLfloat right
@@ -408,9 +408,9 @@ set_frustrum(mat, left, right, top, bottom, n, f)
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GLfloat f
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CODE:
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{
411-
needs_4x4(mat, "set_frustrum");
411+
needs_4x4(mat, "set_frustum");
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413-
set_data_frustrum((GLfloat*)mat->data, left, right, top, bottom, n, f);
413+
set_data_frustum((GLfloat*)mat->data, left, right, top, bottom, n, f);
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RETVAL = 0;
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}
@@ -434,7 +434,7 @@ set_perspective(mat, width, height, n, f, fov)
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double aspect = width/height;
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double h_2 = n*tan(fov*PI/360);
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double w_2 = h_2*aspect;
437-
set_data_frustrum((GLfloat*)mat->data, -w_2, w_2, -h_2, h_2, n, f);
437+
set_data_frustum((GLfloat*)mat->data, -w_2, w_2, -h_2, h_2, n, f);
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RETVAL = 0;
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}

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