used tanf(float) instead of tan(double)
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@ -78,7 +78,7 @@ namespace hgl
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float znear,
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float zfar)
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{
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float f = 1.0f / tan( deg2rad( 0.5f * field_of_view ) );
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float f = 1.0f / tanf( deg2rad( 0.5f * field_of_view ) );
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return Matrix4f(
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f / aspect_ratio,
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