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gml_GlobalScript_d3d_set_projection_perspective

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function d3d_set_projection_perspective(argument0, argument1, argument2, argument3, argument4) //gml_Script_d3d_set_projection_perspective
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{
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    var xx = argument0
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    var yy = argument1
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    var ww = argument2
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    var hh = argument3
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    var angle = argument4
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    var mV = matrix_build_lookat((xx + ww / 2), (yy + hh / 2), (-ww), (xx + ww / 2), (yy + hh / 2), 0, dsin((-angle)), dcos((-angle)), 0)
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    var mP = matrix_build_projection_perspective((ww / ww), ((-hh) / ww), 1, 32000)
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    camera_set_view_mat(camera_get_active(), mV)
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    camera_set_proj_mat(camera_get_active(), mP)
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    camera_apply(camera_get_active())
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}