Add relative-to-camera rendering for large worlds
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@@ -134,8 +134,7 @@ float BoundingFrustum::GetHeightAtDepth(float depth) const
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ContainmentType BoundingFrustum::Contains(const Vector3& point) const
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{
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PlaneIntersectionType result = PlaneIntersectionType::Front;
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PlaneIntersectionType planeResult = PlaneIntersectionType::Front;
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for (int i = 0; i < 6; i++)
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for (int32 i = 0; i < 6; i++)
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{
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const PlaneIntersectionType planeResult = _planes[i].Intersects(point);
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switch (planeResult)
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@@ -159,7 +158,7 @@ ContainmentType BoundingFrustum::Contains(const Vector3& point) const
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ContainmentType BoundingFrustum::Contains(const BoundingSphere& sphere) const
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{
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auto result = PlaneIntersectionType::Front;
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for (int i = 0; i < 6; i++)
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for (int32 i = 0; i < 6; i++)
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{
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const PlaneIntersectionType planeResult = _planes[i].Intersects(sphere);
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switch (planeResult)
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