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Change Math3D::vector3 to glm::dvec3 in TCamera class
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@@ -2277,7 +2277,7 @@ opengl_renderer::Render( scene::shape_node const &Shape, bool const Ignorerange
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case rendermode::shadows:
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case rendermode::cabshadows: {
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// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
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distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor;
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distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCamera.Pos ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
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break;
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}
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case rendermode::reflections: {
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@@ -3505,7 +3505,7 @@ opengl_renderer::Render_Alpha( TAnimModel *Instance ) {
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switch( m_renderpass.draw_mode ) {
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case rendermode::shadows: {
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// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
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distancesquared = Math3D::SquareMagnitude( ( Instance->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor;
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distancesquared = Math3D::SquareMagnitude( ( Instance->location() - Global.pCamera.Pos ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
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break;
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}
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default: {
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