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-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs16
1 files changed, 8 insertions, 8 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
index 4c9e21fb79..a646caad3e 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
@@ -254,7 +254,7 @@ namespace Godot
/// <param name="near">The near clipping distance.</param>
/// <param name="far">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 near, real_t far)
+ public static Projection CreateFrustum(real_t left, real_t right, real_t bottom, real_t top, real_t depth_near, real_t depth_far)
{
if (right <= left)
{
@@ -264,18 +264,18 @@ namespace Godot
{
throw new ArgumentException("top is less or equal to bottom.");
}
- if (far <= near)
+ if (depth_far <= depth_near)
{
throw new ArgumentException("far is less or equal to near.");
}
- real_t x = 2 * near / (right - left);
- real_t y = 2 * near / (top - bottom);
+ real_t x = 2 * depth_near / (right - left);
+ real_t y = 2 * depth_near / (top - bottom);
real_t a = (right + left) / (right - left);
real_t b = (top + bottom) / (top - bottom);
- real_t c = -(far + near) / (far - near);
- real_t d = -2 * far * near / (far - near);
+ real_t c = -(depth_far + depth_near) / (depth_far - depth_near);
+ real_t d = -2 * depth_far * depth_near / (depth_far - depth_near);
return new Projection(
new Vector4(x, 0, 0, 0),
@@ -297,13 +297,13 @@ namespace Godot
/// <param name="far">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 near, real_t far, bool flipFov)
+ public static Projection CreateFrustumAspect(real_t size, real_t aspect, Vector2 offset, real_t depth_near, real_t depth_far, 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, near, far);
+ return CreateFrustum(-size / 2 + offset.X, +size / 2 + offset.X, -size / aspect / 2 + offset.Y, +size / aspect / 2 + offset.Y, depth_near, depth_far);
}
/// <summary>