Refactor engine to support double-precision vectors
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@@ -24,10 +24,10 @@ void DirectionalLight::Draw(RenderContext& renderContext)
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&& (ViewDistance < ZeroTolerance || Vector3::DistanceSquared(renderContext.View.Position, GetPosition()) < ViewDistance * ViewDistance))
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{
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RendererDirectionalLightData data;
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data.Position = GetPosition();
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data.Position = GetPosition(); // TODO: large-worlds
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data.MinRoughness = MinRoughness;
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data.ShadowsDistance = ShadowsDistance;
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data.Color = Color.ToVector3() * (Color.A * brightness);
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data.Color = Color.ToFloat3() * (Color.A * brightness);
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data.ShadowsStrength = ShadowsStrength;
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data.Direction = GetDirection();
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data.ShadowsFadeDistance = ShadowsFadeDistance;
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@@ -62,7 +62,7 @@ void DirectionalLight::Deserialize(DeserializeStream& stream, ISerializeModifier
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DESERIALIZE(CascadeCount);
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}
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bool DirectionalLight::IntersectsItself(const Ray& ray, float& distance, Vector3& normal)
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bool DirectionalLight::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
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{
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return false;
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}
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