delete *i;
}
-void Scene::render(const Tag &tag) const
-{
- Renderer renderer(0);
- render(renderer, tag);
-}
-
bool Scene::setup_frustum(const Renderer &renderer) const
{
const Camera *camera = renderer.get_camera();
return false;
Vector4 center = culling_matrix*(*matrix*compose(bsphere->get_center(), 1.0f));
- Vector4 x_axis = *matrix*Vector4(1.0f, 0.0f, 0.0f, 0.0f);
- float radius_sq = bsphere->get_radius()*inner_product(x_axis, x_axis);
+ Vector3 x_axis = (matrix->column(0)*bsphere->get_radius()).slice<3>(0);
+ float radius_sq = inner_product(x_axis, x_axis);
for(unsigned i=0; i<6; ++i)
{
float distance = inner_product(center, frustum_edges[i]);
- if(distance*distance>radius_sq)
+ if(distance>0 && distance*distance>radius_sq)
return true;
}