diff options
Diffstat (limited to 'modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs')
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs index 2aac23d799..c0889fb0e8 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs @@ -251,10 +251,10 @@ namespace Godot /// <param name="right">The right clipping distance.</param> /// <param name="bottom">The bottom clipping distance.</param> /// <param name="top">The top clipping distance.</param> - /// <param name="near">The near clipping distance.</param> - /// <param name="far">The far clipping distance.</param> + /// <param name="depthNear">The near clipping distance.</param> + /// <param name="depthFar">The far clipping distance.</param> /// <returns>The created projection.</returns> - public static Projection CreateFrustum(real_t left, real_t right, real_t bottom, real_t top, real_t depth_near, real_t depth_far) + public static Projection CreateFrustum(real_t left, real_t right, real_t bottom, real_t top, real_t depthNear, real_t depthFar) { if (right <= left) { @@ -264,18 +264,18 @@ namespace Godot { throw new ArgumentException("top is less or equal to bottom."); } - if (depth_far <= depth_near) + if (depthFar <= depthNear) { throw new ArgumentException("far is less or equal to near."); } - real_t x = 2 * depth_near / (right - left); - real_t y = 2 * depth_near / (top - bottom); + real_t x = 2 * depthNear / (right - left); + real_t y = 2 * depthNear / (top - bottom); real_t a = (right + left) / (right - left); real_t b = (top + bottom) / (top - bottom); - real_t c = -(depth_far + depth_near) / (depth_far - depth_near); - real_t d = -2 * depth_far * depth_near / (depth_far - depth_near); + real_t c = -(depthFar + depthNear) / (depthFar - depthNear); + real_t d = -2 * depthFar * depthNear / (depthFar - depthNear); return new Projection( new Vector4(x, 0, 0, 0), @@ -293,17 +293,17 @@ namespace Godot /// <param name="size">The frustum size.</param> /// <param name="aspect">The aspect ratio.</param> /// <param name="offset">The offset to apply.</param> - /// <param name="near">The near clipping distance.</param> - /// <param name="far">The far clipping distance.</param> + /// <param name="depthNear">The near clipping distance.</param> + /// <param name="depthFar">The far clipping distance.</param> /// <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param> /// <returns>The created projection.</returns> - public static Projection CreateFrustumAspect(real_t size, real_t aspect, Vector2 offset, real_t depth_near, real_t depth_far, bool flipFov) + public static Projection CreateFrustumAspect(real_t size, real_t aspect, Vector2 offset, real_t depthNear, real_t depthFar, bool flipFov) { if (!flipFov) { size *= aspect; } - return CreateFrustum(-size / 2 + offset.X, +size / 2 + offset.X, -size / aspect / 2 + offset.Y, +size / aspect / 2 + offset.Y, depth_near, depth_far); + return CreateFrustum(-size / 2 + offset.X, +size / 2 + offset.X, -size / aspect / 2 + offset.Y, +size / aspect / 2 + offset.Y, depthNear, depthFar); } /// <summary> |