Scene::~Scene()
{
- for(list<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+ for(vector<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
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();
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();
+ 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);
return false;
Vector4 center = culling_matrix*(*matrix*compose(bsphere->get_center(), 1.0f));
- float radius = bsphere->get_radius();
+ 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)
- if(inner_product(center, frustum_edges[i])>radius)
+ {
+ float distance = inner_product(center, frustum_edges[i]);
+ if(distance>0 && distance*distance>radius_sq)
return true;
+ }
return false;
}