Fix glm::perspective.

Fix #423.
This commit is contained in:
sebcrozet 2018-10-04 20:44:34 +02:00 committed by Sébastien Crozet
parent a01fde5699
commit e2736caff6

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@ -90,9 +90,13 @@ pub fn ortho<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -
// unimplemented!() // unimplemented!()
//} //}
/// Creates a matrix for a symmetric perspective-view frustum based on the right handedness and OpenGL near and far clip planes definition.
pub fn perspective<N: Real>(fovy: N, aspect: N, near: N, far: N) -> TMat4<N> { /// Creates a matrix for a perspective-view frustum based on the right handedness and OpenGL near and far clip planes definition.
Perspective3::new(fovy, aspect, near, far).unwrap() ///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
pub fn perspective<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
Perspective3::new(aspect, fovy, near, far).unwrap()
} }
//pub fn perspective_fov<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> { //pub fn perspective_fov<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> {