diff --git a/test/gamepadutils.c b/test/gamepadutils.c index 21206b071f..7cc401134b 100644 --- a/test/gamepadutils.c +++ b/test/gamepadutils.c @@ -97,7 +97,7 @@ static SDL_FPoint ProjectVec3ToRect(const Vector3 *v, const SDL_FRect *rect) const float cameraZ = 4.0f; /* Camera is at(0, 0, +4), looking toward origin */ float aspect = rect->w / rect->h; - float fovScaleY = SDL_tanf((verticalFOV_deg * SDL_PI_F / 180.0f) * 0.5f); + float fovScaleY = SDL_tanf(((verticalFOV_deg / 180.0f) * SDL_PI_F) * 0.5f); float fovScaleX = fovScaleY * aspect; float relZ = cameraZ - v->z; diff --git a/test/testgles2.c b/test/testgles2.c index ba3e0ddcda..2f054fcaf6 100644 --- a/test/testgles2.c +++ b/test/testgles2.c @@ -179,7 +179,7 @@ perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r) int i; float f; - f = 1.0f / SDL_tanf(fovy * 0.5f); + f = 1.0f / SDL_tanf((fovy / 180.0f) * SDL_PI_F * 0.5f); for (i = 0; i < 16; i++) { r[i] = 0.0; diff --git a/test/testgpu_spinning_cube.c b/test/testgpu_spinning_cube.c index 0eeb034fbb..7ec4aeec00 100644 --- a/test/testgpu_spinning_cube.c +++ b/test/testgpu_spinning_cube.c @@ -133,7 +133,7 @@ perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r) int i; float f; - f = 1.0f/SDL_tanf(fovy * 0.5f); + f = 1.0f/SDL_tanf((fovy / 180.0f) * SDL_PI_F * 0.5f); for (i = 0; i < 16; i++) { r[i] = 0.0;