From 064943d1541e2285cc39b6d737093569b1787f7d Mon Sep 17 00:00:00 2001 From: tech kaczynski Date: Wed, 4 Nov 2026 19:06:21 +1000 Subject: refactored rendering into render texture. --- env.c | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) (limited to 'env.c') 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; -- cgit v1.2.3