Fixed long standing frustum culling bug

dev
Shariq Shah 5 years ago
parent 815b39a08a
commit 32b192169c
  1. 2
      src/common/version.h
  2. 4
      src/game/camera.c
  3. 4
      todo.txt

@ -4,7 +4,7 @@
/* Auto generated version file. DO NOT MODIFY */
#define SYMMETRY_VERSION_MAJOR 0
#define SYMMETRY_VERSION_MINOR 3
#define SYMMETRY_VERSION_REVISION 373
#define SYMMETRY_VERSION_REVISION 374
#define SYMMETRY_VERSION_BRANCH "dev"
#endif

@ -168,7 +168,7 @@ static void update_frustum(struct Camera* camera)
camera->frustum[FP_LEFT].x = mvp[3] + mvp[0];
camera->frustum[FP_LEFT].y = mvp[7] + mvp[4];
camera->frustum[FP_LEFT].z = mvp[11] + mvp[2];
camera->frustum[FP_LEFT].z = mvp[11] + mvp[8];
camera->frustum[FP_LEFT].w = mvp[15] + mvp[12];
camera->frustum[FP_RIGHT].x = mvp[3] - mvp[0];
@ -177,7 +177,7 @@ static void update_frustum(struct Camera* camera)
camera->frustum[FP_RIGHT].w = mvp[15] - mvp[12];
camera->frustum[FP_BOTTOM].x = mvp[3] + mvp[1];
camera->frustum[FP_BOTTOM].y = mvp[11] + mvp[5];
camera->frustum[FP_BOTTOM].y = mvp[7] + mvp[5];
camera->frustum[FP_BOTTOM].z = mvp[11] + mvp[9];
camera->frustum[FP_BOTTOM].w = mvp[15] + mvp[13];

@ -1,5 +1,4 @@
Todo:
- Fix frustum culling on player camera
- Don't save parent entity's transform when saving entity archetype. Only save the transformation values for children
- Save case sensitive file names when scene entity entries
- Disbale all player actions when scene cleared dialog or scene restart dialog are active
@ -432,4 +431,5 @@ Done:
* Game End
* Save NONE when next_scene is not set and the scene is being saved
* Add player start entity that specifies where the player must start at the beginning of every level
* Fixed memory leak
* Fixed memory leak
* Fixed frustum culling on player camera
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