Go to the source code of this file.
#define ADDBOUND |
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v1, |
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v2, |
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v3, |
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v4 |
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Value:if (v1.Z >= -v1.W) \
screenBounds +=
CVector3D(v1.X, v1.Y, v1.Z) * (1.0f / v1.W); \
else \
{ \
if (v2.Z > -v2.W) \
{ \
CVector4D c2 = v1 + (v2 - v1) * (t / (t - (v2.Z + v2.W))); \
screenBounds +=
CVector3D(c2.X, c2.Y, c2.Z) * (1.0f / c2.W); \
} \
if (v3.Z > -v3.W) \
{ \
CVector4D c3 = v1 + (v3 - v1) * (t / (t - (v3.Z + v3.W))); \
screenBounds +=
CVector3D(c3.X, c3.Y, c3.Z) * (1.0f / c3.W); \
} \
if (v4.Z > -v4.W) \
{ \
CVector4D c4 = v1 + (v4 - v1) * (t / (t - (v4.Z + v4.W))); \
screenBounds +=
CVector3D(c4.X, c4.Y, c4.Z) * (1.0f / c4.W); \
} \
}
TerrainRenderer keeps track of which phase it is in, to detect when Submit, PrepareForRendering etc.
are called in the wrong order.
Enumerator |
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Phase_Submit |
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Phase_Render |
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Definition at line 67 of file TerrainRenderer.cpp.
GameLoopState* g_AtlasGameLoop |