Refactor engine to support double-precision vectors
This commit is contained in:
@@ -75,8 +75,8 @@ void QuadOverdrawPass::Render(RenderContext& renderContext, GPUContext* context,
|
||||
// Draw sky
|
||||
auto box = skyModel->GetBox();
|
||||
Matrix m1, m2;
|
||||
Matrix::Scaling(renderContext.View.Far / (box.GetSize().Y * 0.5f) * 0.95f, m1);
|
||||
Matrix::CreateWorld(renderContext.View.Position, Vector3::Up, Vector3::Backward, m2);
|
||||
Matrix::Scaling(renderContext.View.Far / ((float)box.GetSize().Y * 0.5f) * 0.95f, m1);
|
||||
Matrix::CreateWorld(renderContext.View.Position, Float3::Up, Float3::Backward, m2);
|
||||
m1 *= m2;
|
||||
drawCall.World = m1;
|
||||
drawCall.ObjectPosition = drawCall.World.GetTranslation();
|
||||
|
||||
Reference in New Issue
Block a user