@@ -110,7 +110,7 @@ static void set_data_identity(GLfloat * data, int size)
110110 }
111111}
112112
113- static void set_data_frustrum (GLfloat * data ,
113+ static void set_data_frustum (GLfloat * data ,
114114 GLfloat left , GLfloat right , GLfloat top , GLfloat bottom , GLfloat n , GLfloat f )
115115{
116116 GLfloat width = right - left ;
@@ -395,10 +395,10 @@ set_quaternion(mat, degrees, ...)
395395 OUTPUT :
396396 RETVAL
397397
398- #//# $status = $mat->set_frustrum ($left, $right, $top, $bottom, $near, $far);
398+ #//# $status = $mat->set_frustum ($left, $right, $top, $bottom, $near, $far);
399399#//- Set 4x4 Frustrum Matrix; returns 0 if successful
400400GLint
401- set_frustrum (mat , left , right , top , bottom , n , f )
401+ set_frustum (mat , left , right , top , bottom , n , f )
402402 OpenGL ::Matrix mat
403403 GLfloat left
404404 GLfloat right
@@ -408,9 +408,9 @@ set_frustrum(mat, left, right, top, bottom, n, f)
408408 GLfloat f
409409 CODE :
410410 {
411- needs_4x4 (mat , "set_frustrum ");
411+ needs_4x4 (mat , "set_frustum ");
412412
413- set_data_frustrum ((GLfloat * )mat - > data , left , right , top , bottom , n , f );
413+ set_data_frustum ((GLfloat * )mat - > data , left , right , top , bottom , n , f );
414414
415415 RETVAL = 0 ;
416416 }
@@ -434,7 +434,7 @@ set_perspective(mat, width, height, n, f, fov)
434434 double aspect = width /height ;
435435 double h_2 = n * tan (fov * PI /360 );
436436 double w_2 = h_2 * aspect ;
437- set_data_frustrum ((GLfloat * )mat - > data , - w_2 , w_2 , - h_2 , h_2 , n , f );
437+ set_data_frustum ((GLfloat * )mat - > data , - w_2 , w_2 , - h_2 , h_2 , n , f );
438438
439439 RETVAL = 0 ;
440440 }
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