void Camera::update_projection_matrix()
{
- float frustum_h = tan(fov/2.0f)*clip_near;
+ float frustum_h = (fov!=Geometry::Angle<float>::zero() ? tan(fov/2.0f)*clip_near : height/2);
float frustum_w = frustum_h*aspect;
float left = frustum_w*(frustum_x-1.0f);
float right = frustum_w*(frustum_x+1.0f);