- return Vector3(eye_x/frustum_w/-eye_z, eye_y/frustum_h/-eye_z,
- (clip_far+clip_near)/z_range+2*clip_far*clip_near/(eye_z*z_range));
+ return Vector3(eye.x/frustum_w/-eye.z, eye.y/frustum_h/-eye.z,
+ (clip_far+clip_near)/z_range+2*clip_far*clip_near/(eye.z*z_range));
+}
+
+Vector3 Camera::project(const Vector3 &p) const
+{
+ return project(Vector4(p.x, p.y, p.z, 1.0));