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
+1
View File
@@ -36,6 +36,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : scene.ForwardJobs) {