]> git.tdb.fi Git - libs/gl.git/blobdiff - source/scene.cpp
Fix matrix interpolation parameter calculation
[libs/gl.git] / source / scene.cpp
index 6c3d2910706db98d6f2ecd7ed67b3dd771c372e8..ef1f246bac0c4f61b2ec5dc3bf402bf32067f10d 100644 (file)
@@ -11,16 +11,10 @@ namespace GL {
 
 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();
@@ -46,7 +40,7 @@ bool Scene::setup_frustum(const Renderer &renderer) const
                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);
@@ -66,13 +60,13 @@ bool Scene::frustum_cull(const Renderable &renderable) const
                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;
        }