(*this)(0,0) = 2*zNear/w;
(*this)(1,0) = 0;
(*this)(2,0) = 0;
(*this)(3,0) = 0;
(*this)(0,1) = 0;
(*this)(1,1) = 2*zNear/h;
(*this)(2,1) = 0;
(*this)(3,1) = 0;
to
(*this)(0,0) = w;
(*this)(1,0) = 0;
(*this)(2,0) = 0;
(*this)(3,0) = 0;
(*this)(0,1) = 0;
(*this)(1,1) = h;
(*this)(2,1) = 0;
(*this)(3,1) = 0;
refer to D3DXMatrixPerspectiveFovLH..
matrix4::buildProjectionMatrixPerspectiveFovLH
hey.
First post and already complaing , no I really like IrrLicht alot.
It's in matrix4::buildProjectionMatrixPerspectiveFovLH and RH in the include\matrix4.h.
according to the Direct X 9 SDK the and should be replaced with "w" and "h"
In another post neojzs mentions the aspect ratio error in CCameraSceneNode.ccp.
should be
Edited:
Cheers Kim.
First post and already complaing , no I really like IrrLicht alot.
It's in matrix4::buildProjectionMatrixPerspectiveFovLH and RH in the include\matrix4.h.
according to the Direct X 9 SDK the
Code: Select all
2*zNear/h"
Code: Select all
2*zNear/w
In another post neojzs mentions the aspect ratio error in CCameraSceneNode.ccp.
Code: Select all
video::IVideoDriver* d = mgr->getVideoDriver();
if (d)
{
screenDim.Width = (f32)d->getScreenSize().Width;
screenDim.Height = (f32)d->getScreenSize().Height;
aspect = screenDim.Height / screenDim.Width;
}
Code: Select all
video::IVideoDriver* d = mgr->getVideoDriver();
if (d)
{
screenDim.Width = (f32)d->getScreenSize().Width;
screenDim.Height = (f32)d->getScreenSize().Height;
aspect = screenDim.Width / screenDim.Height;
}
Cheers Kim.