near/far apparently don't work as variables in windows

This commit is contained in:
Brad Hefta-Gaub 2014-01-11 22:38:08 -08:00
parent b0e913bfce
commit c7ec767565
2 changed files with 5 additions and 5 deletions

View file

@ -3289,10 +3289,10 @@ void Application::loadTranslatedViewMatrix(const glm::vec3& translation) {
translation.z + _viewMatrixTranslation.z);
}
void Application::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near,
float& far, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
void Application::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, near, far, nearClipPlane, farClipPlane);
_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
}
void Application::displayOverlay() {

View file

@ -189,8 +189,8 @@ public:
const glm::mat4& getShadowMatrix() const { return _shadowMatrix; }
/// Computes the off-axis frustum parameters for the view frustum, taking mirroring into account.
void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near,
float& far, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
virtual void nodeAdded(Node* node);
virtual void nodeKilled(Node* node);