From a85daaee4117ffb6cb8241fb3b144c27c2745761 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Mon, 6 Apr 2015 10:03:47 -0700 Subject: [PATCH] COmmented the review questions in code --- libraries/render-utils/src/Model.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index c0cfac25eb..e77b8c4226 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -671,6 +671,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) { // Setup the projection matrix if (args && args->_viewFrustum) { glm::mat4 proj; + // If for easier debug depending on the pass if (mode == RenderArgs::SHADOW_RENDER_MODE) { args->_viewFrustum->evalProjectionMatrix(proj); } else { @@ -1724,6 +1725,8 @@ void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) { _transforms.push_back(Transform()); } + // We should be able to use the Frustum viewpoint onstead of the "viewTransform" + // but it s still buggy in some cases, so let's s wait and fix it... _transforms[0] = _viewState->getViewTransform(); _transforms[0].preTranslate(-_translation); @@ -1748,6 +1751,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) { if (args) { glm::mat4 proj; + // If for easier debug depending on the pass if (mode == RenderArgs::SHADOW_RENDER_MODE) { args->_viewFrustum->evalProjectionMatrix(proj); } else {