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