Merge pull request #245 from raysan5/develop

Integrate develop branch
This commit is contained in:
Ray
2017-03-12 11:40:41 +01:00
committed by GitHub
5 changed files with 10 additions and 6 deletions

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@@ -583,12 +583,15 @@ void SetWindowIcon(Image image)
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
#if defined(PLATFORM_DESKTOP)
glfwSetWindowPos(window, x, y);
#endif
}
// Set monitor for the current window (fullscreen mode)
void SetWindowMonitor(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
@@ -598,6 +601,7 @@ void SetWindowMonitor(int monitor)
TraceLog(INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
}
else TraceLog(WARNING, "Selected monitor not found");
#endif
}
// Get current screen width
@@ -1125,16 +1129,16 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
MatrixInvert(&matProjView);
// Calculate far and near points
Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
Quaternion qNear = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
Quaternion qFar = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
// Multiply points by unproject matrix
QuaternionTransform(&near, matProjView);
QuaternionTransform(&far, matProjView);
QuaternionTransform(&qNear, matProjView);
QuaternionTransform(&qFar, matProjView);
// Calculate normalized world points in vectors
Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w};
Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w};
Vector3 nearPoint = { qNear.x/qNear.w, qNear.y/qNear.w, qNear.z/qNear.w};
Vector3 farPoint = { qFar.x/qFar.w, qFar.y/qFar.w, qFar.z/qFar.w};
#endif
// Calculate normalized direction vector