int in_transpose, out_transpose;
float h_fov, v_fov, d_fov;
- float flat_range[3];
+ float flat_range[2];
float rot_mat[3][3];
const float h_angle = 0.5f * s->h_fov * M_PI / 180.f;
const float v_angle = 0.5f * s->v_fov * M_PI / 180.f;
- s->flat_range[0] = tanf(h_angle);
- s->flat_range[1] = tanf(v_angle);
- s->flat_range[2] = -1.f;
+ s->flat_range[0] = tanf(h_angle);
+ s->flat_range[1] = tanf(v_angle);
return 0;
}
{
const float l_x = s->flat_range[0] * (2.f * i / width - 1.f);
const float l_y = -s->flat_range[1] * (2.f * j / height - 1.f);
- const float l_z = s->flat_range[2];
- vec[0] = l_x;
- vec[1] = l_y;
- vec[2] = l_z;
+ vec[0] = l_x;
+ vec[1] = l_y;
+ vec[2] = -1.f;
normalize_vector(vec);
}