Frustum culling now works correctly for all resolutions

This commit is contained in:
Tleety
2016-01-15 15:38:14 +01:00
parent 14bc850fab
commit 3de853ac8b
9 changed files with 101 additions and 65 deletions
+4 -1
View File
@@ -7,13 +7,16 @@
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "RenderJob.h"
#include "../Core/Transform.h"
#include "../Core/World.h"
struct PointLightJob : RenderJob
{
PointLightJob(ComponentWrapper transformComponent, ComponentWrapper pointLightComponent)
PointLightJob(ComponentWrapper transformComponent, ComponentWrapper pointLightComponent, World* m_World)
: RenderJob()
{
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
Color = (glm::vec4)pointLightComponent["Color"];
Radius = (double)pointLightComponent["Radius"];
Intensity = (double)pointLightComponent["Intensity"];