no mouse change when not captured
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@ -11,7 +11,7 @@ typedef struct camera {
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t_fvec3 pos; /* eye position */
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t_fvec3 target; /* normalized target vector */
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t_fvec3 up; /* normalized up vector */
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float fov; /* field of view, in radians */
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float fov; /* field of view, in radians */
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} t_camera;
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t_matrix4 camera_look_at(const t_camera *camera);
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@ -64,8 +64,8 @@ static void draw_uncolored_space_traingle_batch(struct mesh_batch *batch,
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struct uncolored_space_triangle_payload *payload =
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&((union uncolored_space_triangle *)batch->primitives)[i].payload;
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t_frect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key);
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t_frect dims = textures_get_dims(&ctx.texture_cache, texture_key);
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const t_frect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key);
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const t_frect dims = textures_get_dims(&ctx.texture_cache, texture_key);
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/* TODO: fast path for uvs mapped directly on srcrect corners? */
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