Removed useless comments
Former-commit-id: e780ddc3dd648e45f596b3e6a00ff68481d84e42
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@ -165,7 +165,6 @@ bool NzFrustum<T>::Contains(const NzVector3<T>* points, unsigned int pointCount)
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template<typename T>
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template<typename T>
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NzFrustum<T>& NzFrustum<T>::Extract(const NzMatrix4<T>& clipMatrix)
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NzFrustum<T>& NzFrustum<T>::Extract(const NzMatrix4<T>& clipMatrix)
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{
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{
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///TODO: Calculer les coins
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// http://www.crownandcutlass.com/features/technicaldetails/frustum.html
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// http://www.crownandcutlass.com/features/technicaldetails/frustum.html
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T plane[4];
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T plane[4];
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T invLength;
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T invLength;
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@ -264,8 +263,7 @@ NzFrustum<T>& NzFrustum<T>::Extract(const NzMatrix4<T>& clipMatrix)
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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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// 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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NzMatrix4f invClipMatrix;
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clipMatrix.GetInverse(&invClipMatrix); // Nous n'avons plus besoin de la matrice originale
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clipMatrix.GetInverse(&invClipMatrix);
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NzVector4f corner;
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NzVector4f corner;
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// FarLeftBottom
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// FarLeftBottom
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