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

View File

@ -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
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);
*RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho);