Sets camera field of view in degrees (perspective projection width).
Takes camera (camera entity handle), fov (field of view angle in degrees).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
cameraInt
fovDouble
Returns
Void
Quick Summary
Sets camera field of view in degrees (perspective projection width).
Takes camera (camera entity handle), fov (field of view angle in degrees).
Returns nothing.
Technical Exegesis...
Sets camera field of view in degrees (perspective projection width). Takes camera (camera entity handle), fov (field of view angle in degrees). Returns nothing. Validates entity is camera type, allocates camera->Camera3D if null, sets camera->fov=(float)fov. Controls horizontal viewing angle for perspective cameras.
This function sets camera FOV angle.
Sets camera field of view in degrees (perspective projection width). Takes camera (camera entity handle), fov (field of view angle in degrees). Returns nothing. Validates entity is camera type, allocates camera->Camera3D if null, sets camera->fov=(float)fov. Controls horizontal viewing angle for perspective cameras.
This function sets camera FOV angle. Field of view: horizontal angle of camera frustum (wider FOV = more visible, narrower FOV = zoomed in), measured in degrees (typical range 45-90 degrees, human vision ~90 degrees), affects perspective projection matrix. Perspective only: FOV only applies to perspective cameras (projMode=1), orthographic cameras ignore FOV (use ortho scale instead). Typical values: 90 degrees = wide angle (FPS games, action), 60-70 degrees = standard (balanced view), 45 degrees = narrow (telephoto, sniping), 120+ degrees = fisheye (extreme wide angle). Use cases: (1) Zoom effects (reduce FOV for zoom in, increase for zoom out), (2) Camera shake (subtle FOV changes for impact effects), (3) Speed effects (increase FOV for motion blur feel), (4) Cinematic (different FOV for different shots), (5) VR (match human vision ~90-110 degrees). Common pattern: b3dCameraFOV(camera, 60) for standard view, b3dCameraFOV(camera, 90) for wider FPS view, zoom: targetFOV = 30, lerp FOV toward target. Aspect ratio: FOV is horizontal angle (width of frustum), vertical FOV calculated from horizontal FOV and aspect ratio (vertical = 2 * atan(tan(horizontal/2) / aspectRatio)). Default FOV: cameras may have default FOV (typically 45-60 degrees, check Camera3D constructor). Camera allocation: if camera->camera==nullptr, allocates new Camera3D (lazy initialization, only allocate when needed). Related: b3dCameraRange sets near/far planes, b3dCameraProjMode sets projection type, b3dCreateCamera creates camera entity.