Sometimes top > bottom and sometimes bottom > top depending on drawing mode. Change ortho div by zero check for a simple equality. We don't care what the numbers are just so long as they are not the same in any axis.

This commit is contained in:
Jeffery Myers 2021-01-08 09:22:02 -08:00
parent b76dc06297
commit 0a0f1fa6ea

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@ -1100,7 +1100,7 @@ void rlFrustum(double left, double right, double bottom, double top, double znea
// Multiply the current matrix by an orthographic matrix generated by parameters // Multiply the current matrix by an orthographic matrix generated by parameters
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
{ {
if (((right - left) > 0) && ((top - bottom) > 0)) if (right != left && top != bottom) // prevent divide by 0
{ {
Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar); Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar);
*RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho); *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho);