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near/far apparently don't work as variables in windows
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2 changed files with 5 additions and 5 deletions
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@ -3289,10 +3289,10 @@ void Application::loadTranslatedViewMatrix(const glm::vec3& translation) {
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translation.z + _viewMatrixTranslation.z);
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translation.z + _viewMatrixTranslation.z);
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}
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}
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void Application::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near,
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void Application::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
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float& far, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
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float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
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_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, near, far, nearClipPlane, farClipPlane);
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_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
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}
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}
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void Application::displayOverlay() {
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void Application::displayOverlay() {
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@ -189,8 +189,8 @@ public:
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const glm::mat4& getShadowMatrix() const { return _shadowMatrix; }
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const glm::mat4& getShadowMatrix() const { return _shadowMatrix; }
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/// Computes the off-axis frustum parameters for the view frustum, taking mirroring into account.
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/// Computes the off-axis frustum parameters for the view frustum, taking mirroring into account.
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void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near,
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void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
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float& far, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
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float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
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virtual void nodeAdded(Node* node);
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virtual void nodeAdded(Node* node);
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virtual void nodeKilled(Node* node);
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virtual void nodeKilled(Node* node);
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