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Don't create an ortho matrix when the viewport is 0 in any axis. (#1504)
* Don't create an ortho matrix when the viewport is 0 in any axis. Not all compilers divide by 0 and return inf, some segfault. The matrix is not used by anything when minimized, so it just needs to not be called. * Better fix that always ensures the rlgl matrix is always valid * Better fix that always ensures the rlgl matrix is always valid
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@@ -1100,6 +1100,12 @@ void rlFrustum(double left, double right, double bottom, double top, double znea
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// Multiply the current matrix by an orthographic matrix generated by parameters
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// Multiply the current matrix by an orthographic matrix generated by parameters
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void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
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void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
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{
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{
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if (right - left <= 0 || bottom - top <= 0)
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{
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*RLGL.State.currentMatrix = MatrixIdentity();
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return;
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}
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Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar);
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Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar);
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*RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
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*RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
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