Fix compilation with Large Worlds
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@@ -68,10 +68,10 @@ float ViewportIconsRenderer::Scale = 1.0f;
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void ViewportIconsRenderer::GetBounds(const Vector3& position, const Vector3& viewPosition, BoundingSphere& bounds)
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{
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constexpr float minSize = 7.0f;
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constexpr float maxSize = 30.0f;
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constexpr Real minSize = 7.0;
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constexpr Real maxSize = 30.0;
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Real scale = Math::Square(Vector3::Distance(position, viewPosition) / 1000.0f);
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Real radius = minSize + Math::Min(scale, 1.0f) * (maxSize - minSize);
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Real radius = minSize + Math::Min<Real>(scale, 1.0f) * (maxSize - minSize);
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bounds = BoundingSphere(position, radius * Scale);
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}
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@@ -182,7 +182,7 @@ void ViewportIconsRendererService::DrawIcons(RenderContext& renderContext, Scene
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if (draw.Buffer)
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{
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// Create world matrix
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Matrix::Scaling(sphere.Radius * 2.0f, m2);
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Matrix::Scaling((float)sphere.Radius * 2.0f, m2);
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Matrix::RotationY(PI, world);
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Matrix::Multiply(m2, world, m1);
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Matrix::Billboard(sphere.Center, view.Position, Vector3::Up, view.Direction, m2);
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@@ -210,7 +210,7 @@ void ViewportIconsRendererService::DrawIcons(RenderContext& renderContext, Actor
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if (frustum.Intersects(sphere) && ActorTypeToIconType.TryGet(actor->GetTypeHandle(), iconType))
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{
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// Create world matrix
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Matrix::Scaling(sphere.Radius * 2.0f, m2);
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Matrix::Scaling((float)sphere.Radius * 2.0f, m2);
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Matrix::RotationY(PI, world);
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Matrix::Multiply(m2, world, m1);
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Matrix::Billboard(sphere.Center, view.Position, Vector3::Up, view.Direction, m2);
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