Added warning when clip matrix is not invertible

Former-commit-id: 4707faab0259062ad619a5e5c72fcbbfaf853e3c
This commit is contained in:
Lynix 2013-08-22 10:50:53 +02:00
parent 5d0ed4f27c
commit 74d396a376
1 changed files with 46 additions and 42 deletions

View File

@ -263,7 +263,8 @@ NzFrustum<T>& NzFrustum<T>::Extract(const NzMatrix4<T>& clipMatrix)
// Je me base sur cette page: http://www.gamedev.net/topic/393309-calculating-the-view-frustums-vertices/
NzMatrix4f invClipMatrix;
clipMatrix.GetInverse(&invClipMatrix);
if (clipMatrix.GetInverse(&invClipMatrix))
{
NzVector4f corner;
// FarLeftBottom
@ -321,6 +322,9 @@ NzFrustum<T>& NzFrustum<T>::Extract(const NzMatrix4<T>& clipMatrix)
corner.Normalize();
m_corners[nzCorner_NearRightTop] = NzVector3<T>(corner.x, corner.y, corner.z);
}
else
NazaraWarning("Clip matrix is not invertible, failed to compute frustum corners");
return *this;
}