Correction of mathematical functions.

BoundingVolume: Add of constructor and setter OrientedBox. Extend is now
up to date.
Box: Use of <T>. Return this
Frustrum: Use of <T>
Matrix: Use of <T>
OrientedBox: m_corners is up to date
Rect: Add of operators /= and /. Return this
Sphere: Add of Intersect and Contains with box. Little corrections.
Vector2: Return

TaskSchedulerImpl: Add of include header cstdlib to compile because of
std::div
HardwareInfo/main: use of accentAigu

Former-commit-id: a5a7f8e8c45448e5683eb13bff453d6f67478d03
This commit is contained in:
Gawaboumga
2014-06-14 22:10:37 +02:00
parent b4c6dac441
commit 676ed6c9d8
13 changed files with 141 additions and 44 deletions

View File

@@ -262,10 +262,10 @@ NzFrustum<T>& NzFrustum<T>::Extract(const NzMatrix4<T>& clipMatrix)
// Une fois les plans extraits, il faut extraire les points du frustum
// Je me base sur cette page: http://www.gamedev.net/topic/393309-calculating-the-view-frustums-vertices/
NzMatrix4f invClipMatrix;
NzMatrix4<T> invClipMatrix;
if (clipMatrix.GetInverse(&invClipMatrix))
{
NzVector4f corner;
NzVector4<T> corner;
// FarLeftBottom
corner.Set(F(-1.0), F(-1.0), F(1.0));
@@ -332,7 +332,7 @@ NzFrustum<T>& NzFrustum<T>::Extract(const NzMatrix4<T>& clipMatrix)
template<typename T>
NzFrustum<T>& NzFrustum<T>::Extract(const NzMatrix4<T>& view, const NzMatrix4<T>& projection)
{
NzMatrix4f clipMatrix(view);
NzMatrix4<T> clipMatrix(view);
clipMatrix *= projection;
return Extract(clipMatrix);