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Corrected bug on MatrixPerspective()
Some other tweaks...
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@@ -885,7 +885,7 @@ void Begin3dMode(Camera camera)
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// Setup perspective projection
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float aspect = (float)screenWidth/(float)screenHeight;
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double top = 0.01*tan(camera.fovy*PI/360.0);
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double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
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double right = top*aspect;
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// NOTE: zNear and zFar values are important when computing depth buffer values
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