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authorreduz <juan@okamstudio.com>2016-12-21 02:29:58 -0300
committerreduz <juan@okamstudio.com>2016-12-21 02:29:58 -0300
commit72b844c34999d8615450798ed1f27ef24a72d8ce (patch)
treecc51d63b1725459d0da37fd807301d8e3540a395 /drivers/gles3/rasterizer_canvas_gles3.cpp
parent075fde7f26d6c3b02df5108065d1a9f979437bb8 (diff)
Godot works on Windows again..
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 3c6094a41d..6bd440eec1 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -1257,16 +1257,16 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
CameraMatrix projection;
{
real_t fov = 90;
- real_t near = p_near;
- real_t far = p_far;
+ real_t nearp = p_near;
+ real_t farp = p_far;
real_t aspect = 1.0;
- real_t ymax = near * Math::tan( Math::deg2rad( fov * 0.5 ) );
+ real_t ymax = nearp * Math::tan( Math::deg2rad( fov * 0.5 ) );
real_t ymin = - ymax;
real_t xmin = ymin * aspect;
real_t xmax = ymax * aspect;
- projection.set_frustum( xmin, xmax, ymin, ymax, near, far );
+ projection.set_frustum( xmin, xmax, ymin, ymax, nearp, farp );
}
Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0));