void AmjuGLOpenGLES2::SetPerspectiveProjection(float fov, float aspectRatio, float nearDist, float farDist) { AMJU_CALL_STACK; // Expect current matrix mode to be perspective s_matrices[AmjuGL::AMJU_PROJECTION_MATRIX] = GLKMatrix4Multiply( s_matrices[AmjuGL::AMJU_PROJECTION_MATRIX], GLKMatrix4MakePerspective(DegToRad(fov), aspectRatio, nearDist, farDist)); }
RenderSystem& RenderSystem::getRenderSystem() { static RenderSystem *renderSystem = NULL; if (renderSystem == NULL) { renderSystem = new RenderSystem(); glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glMatrixMode(GL_PROJECTION); GLKMatrix4MakePerspective(65.0f, 1280.0f/720.0f, 1, 1000); glViewport(0.0f, 0.0f, 1280.0f, 720.0f); glMatrixMode(GL_MODELVIEW); glEnable(GL_CULL_FACE); } return *renderSystem; }
void Camera::update_projection() { projectionMatrix_ = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(fov_), aspectRatio_, near_, far_); }