// Some compilers have "near" and "far" keywords
float clip_near;
float clip_far;
+ float frustum_x;
+ float frustum_y;
Vector3 position;
Vector3 look_dir;
Vector3 up_dir;
void set_field_of_view(const Geometry::Angle<float> &);
void set_aspect(float);
void set_depth_clip(float, float);
+ void set_frustum_axis(float, float);
const Geometry::Angle<float> &get_field_of_view() const { return fov; }
float get_aspect() const { return aspect; }
float get_near_clip() const { return clip_near; }