update_projection_matrix();
}
+void Camera::set_frustum_rotation(const Geometry::Angle<float> &r)
+{
+ rotate = r;
+ update_projection_matrix();
+}
+
void Camera::set_position(const Vector3 &p)
{
position = p;
proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
else
proj_matrix = Matrix::ortho(left, right, bottom, top, clip_near, clip_far);
+ proj_matrix = Matrix::rotation(rotate, Vector3(0, 0, 1))*proj_matrix;
}
void Camera::update_object_matrix()