@@ -110,7 +110,7 @@ static void set_data_identity(GLfloat * data, int size)
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}
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}
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- static void set_data_frustrum (GLfloat * data ,
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+ 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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- #//# $status = $mat->set_frustrum ($left, $right, $top, $bottom, $near, $far);
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+ #//# $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
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- set_frustrum (mat , left , right , top , bottom , n , f )
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+ 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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{
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- needs_4x4 (mat , "set_frustrum ");
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+ needs_4x4 (mat , "set_frustum ");
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- set_data_frustrum ((GLfloat * )mat - > data , left , right , top , bottom , n , f );
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+ 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 ;
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- set_data_frustrum ((GLfloat * )mat - > data , - w_2 , w_2 , - h_2 , h_2 , n , f );
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+ 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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