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authortech kaczynski <tk@techkaczynski.dev>2026-11-04 19:06:21 +1000
committertech kaczynski <tk@techkaczynski.dev>2026-11-04 19:06:21 +1000
commit064943d1541e2285cc39b6d737093569b1787f7d (patch)
tree5892e9d8bba08e516a4b065f7a717f46d9357d9f /env.c
parenta318ed02db01b0b9c754ebfeb02c51f3ffa15fd0 (diff)
refactored rendering into render texture.main
Diffstat (limited to 'env.c')
-rw-r--r--env.c11
1 files changed, 7 insertions, 4 deletions
diff --git a/env.c b/env.c
index efcdfc2..b55bb09 100644
--- a/env.c
+++ b/env.c
@@ -53,14 +53,15 @@ sky_draw_symbol(Texture tex, Vec3 dir, Camera3D cam, f32 angular_diameter,
// distance is arbitrary. Only the direction matters because result is
// projected into screen space.
Vec3 world_pos = Vector3Add(cam.position, Vector3Scale(dir, 1000.0f));
- Vec2 scr_pos = GetWorldToScreen(world_pos, cam);
+ Vec2 scr_pos = GetWorldToScreenEx(world_pos, cam,
+ rlGetFramebufferWidth(), rlGetFramebufferHeight());
// Convert the requested angular diameter into pixels. This makes the
// symbols respond correctly when camera FOV changes.
f32 vfov = cam.fovy * DEG2RAD;
f32 diameter =
- (f32)GetScreenHeight() *
+ (f32)rlGetFramebufferHeight() *
tanf(angular_diameter * DEG2RAD * 0.5f) /
tanf(vfov * 0.5f);
@@ -275,8 +276,10 @@ env_update(void) {
void
env_draw_sky(Camera cam) {
- int scr_w = GetScreenWidth();
- int scr_h = GetScreenHeight();
+ // int scr_w = GetScreenWidth();
+ // int scr_h = GetScreenHeight();
+ int scr_w = rlGetFramebufferWidth();
+ int scr_h = rlGetFramebufferHeight();
if (scr_w <= 0 || scr_h <= 0) {
return;