target.viewport(0, 0, w, h);
float aspect = static_cast<float>(w)/h;
if(camera)
- camera->set_aspect(aspect);
+ camera->set_aspect_ratio(aspect);
for(list<Camera *>::iterator i=synced_cameras.begin(); i!=synced_cameras.end(); ++i)
- (*i)->set_aspect(aspect);
+ (*i)->set_aspect_ratio(aspect);
}
} // namespace GL