-void Scene::setup_cullers(const Renderer &renderer) const
-{
- for(list<Culler *>::const_iterator i=cullers.begin(); i!=cullers.end(); ++i)
- (*i)->setup_pass(renderer);
+ float w = camera->get_orthographic_width();
+ frustum_edges[2] = Vector4(1, 0, 0, -w);
+ frustum_edges[3] = Vector4(-1, 0, 0, -w);
+ }
+ else
+ {
+ float y = tan(camera->get_field_of_view()/2.0f);
+ float s = sqrt(y*y+1);
+ frustum_edges[0] = Vector4(0, 1/s, y/s, 0);
+ frustum_edges[1] = Vector4(0, -1/s, y/s, 0);
+
+ float x = y*camera->get_aspect_ratio();
+ s = sqrt(x*x+1);
+ frustum_edges[2] = Vector4(1/s, 0, x/s, 0);
+ frustum_edges[3] = Vector4(-1/s, 0, x/s, 0);
+ }
+
+ frustum_edges[4] = Vector4(0, 0, -1, -camera->get_far_clip());
+ frustum_edges[5] = Vector4(0, 0, 1, camera->get_near_clip());
+
+ return true;