return unproject(Vector4(p.x, p.y, p.z, 1.0f)).slice<3>(0);
}
-void Camera::apply() const
-{
- MatrixStack::projection() = proj_matrix;
- MatrixStack::modelview() = view_matrix;
-}
-
void Camera::update_projection_matrix()
{
float frustum_h = (fov!=Geometry::Angle<float>::zero() ? tan(fov/2.0f)*clip_near : height/2);