add zoom option to camera to work around the orthographic camera
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@ -83,7 +83,8 @@ TWN_API void draw_billboard(const char *texture,
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TWN_API void draw_camera(Vec3 position,
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Vec3 direction, /* optional, default: (0, 0, -1) */
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Vec3 up, /* optional, default: (0, 1, 0) */
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float fov); /* optional, default: PI / 6 * 3 (90 degrees) */
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float fov, /* optional, default: PI / 6 * 3 (90 degrees) */
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float zoom); /* optional, default: 1 */
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/* same as draw_camera(), but with first person controller in mind */
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/* direction and up vectors are inferred from roll, pitch and yaw parameters (in radians) */
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@ -97,7 +98,8 @@ draw_camera_from_principal_axes(Vec3 position,
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float roll, /* optional, default: 0 */
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float pitch, /* optional, default: 0 */
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float yaw, /* optional, default: 0 */
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float fov); /* optional, default: PI / 6 * 3 (90 degrees) */
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float fov, /* optional, default: PI / 6 * 3 (90 degrees) */
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float zoom); /* optional, default: 1 */
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/* expects '*' masks that will be expanded to 6 names: 'up', 'down', 'east', 'west', 'north' and 'south' */
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TWN_API void draw_skybox(const char *textures);
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