add ortho
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98701be20c
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f8d1707450
16
math.d
16
math.d
@ -806,6 +806,22 @@ Perspective(f32 fov, f32 aspect, f32 near, f32 far)
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return res;
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}
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void
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Ortho(Mat4* mat, f32 left, f32 bottom, f32 right, f32 top, f32 near, f32 far)
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{
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MatZero(mat);
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glm_ortho(left, right, bottom, top, near, far, mat.glm_mat.ptr);
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}
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Mat4
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Ortho(f32 left, f32 bottom, f32 right, f32 top, f32 near, f32 far)
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{
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Mat4 mat;
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MatZero(&mat);
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glm_ortho(left, right, bottom, top, near, far, mat.glm_mat.ptr);
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return mat;
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}
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pragma(inline): Vec3
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Rotate(Quat q, Vec3 vec)
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{
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