Renderer::Exclude exclude1(renderer, renderable);
Renderer::Exclude exclude2(renderer, *this);
- camera.set_position(*matrix*Vector3());
+ camera.set_position(matrix->column(3).slice<3>(0));
BindRestore bind_fbo(fbo[0]);
for(unsigned i=0; i<6; ++i)
return false;
Vector4 center = culling_matrix*(*matrix*compose(bsphere->get_center(), 1.0f));
- Vector4 x_axis = *matrix*Vector4(bsphere->get_radius(), 0.0f, 0.0f, 0.0f);
+ 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)