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use references not pointers for ViewFrustums

also unravelling some spaghetti: (1) split Octree stuff out of ViewFrustum (2) moved ViewFrustum from octree to shared lib (3) removed some cruft

Andrew Meadows committed 10 years ago

Commit bcf2cc81 parent 21fa29446 files · +412 −390Browse files

Showing the changes to libraries/render/src/render/DrawStatus.cpp (1 of 46 files). Show all

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libraries/render/src/render/DrawStatus.cpp+3−3
@@ -107,7 +107,7 @@ void DrawStatus::run(const SceneContextPointer& sceneContext, · 106 unmodified lines
107107 const RenderContextPointer& renderContext,
108108 const ItemBounds& inItems) {
109109 assert(renderContext->args);
110− assert(renderContext->args->_viewFrustum);
110+ assert(renderContext->args->hasViewFrustum());
111111 RenderArgs* args = renderContext->args;
112112 auto& scene = sceneContext->_scene;
113113 const int NUM_STATUS_VEC4_PER_ITEM = 2;
@@ -183,8 +183,8 @@ void DrawStatus::run(const SceneContextPointer& sceneContext, · 69 unmodified lines
183183 gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
184184 glm::mat4 projMat;
185185 Transform viewMat;
186− args->_viewFrustum->evalProjectionMatrix(projMat);
187− args->_viewFrustum->evalViewTransform(viewMat);
186+ args->getViewFrustum().evalProjectionMatrix(projMat);
187+ args->getViewFrustum().evalViewTransform(viewMat);
188188 batch.setViewportTransform(args->_viewport);
189189
190190 batch.setProjectionTransform(projMat);

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