1 | function d3d_set_projection_perspective(argument0, argument1, argument2, argument3, argument4) //gml_Script_d3d_set_projection_perspective |
2 | { |
3 | var xx = argument0 |
4 | var yy = argument1 |
5 | var ww = argument2 |
6 | var hh = argument3 |
7 | var angle = argument4 |
8 | var mV = matrix_build_lookat((xx + ww / 2), (yy + hh / 2), (-ww), (xx + ww / 2), (yy + hh / 2), 0, dsin((-angle)), dcos((-angle)), 0) |
9 | var mP = matrix_build_projection_perspective((ww / ww), ((-hh) / ww), 1, 32000) |
10 | camera_set_view_mat(camera_get_active(), mV) |
11 | camera_set_proj_mat(camera_get_active(), mP) |
12 | camera_apply(camera_get_active()) |
13 | } |