namespace GL {
Camera::Camera():
- fov(M_PI/4),
+ fov(Geometry::Angle<float>::from_turns(0.125)),
aspect(4.0/3.0),
clip_near(0.1),
clip_far(10),
up_dir(0, 1, 0)
{ }
-void Camera::set_field_of_view(float f)
+void Camera::set_field_of_view(const Geometry::Angle<float> &f)
{
fov = f;
}
Vector3 Camera::project(const Vector4 &p) const
{
- float frustum_h = tan(fov/2);
+ float frustum_h = tan(fov/2.0f);
float frustum_w = frustum_h*aspect;
float z_range = clip_far-clip_near;
Vector4 Camera::unproject(const Vector4 &p) const
{
- float frustum_h = tan(fov/2);
+ float frustum_h = tan(fov/2.0f);
float frustum_w = frustum_h*aspect;
float z_range = clip_far-clip_near;