فهرست منبع

Rolls back OGL Projection correction.

Epoxy looks to handle the projection depth range so it behaves more like D3D, so this change was doubling up and causing problems.
Areloch 9 سال پیش
والد
کامیت
bc9033da2e
1فایلهای تغییر یافته به همراه6 افزوده شده و 11 حذف شده
  1. 6 11
      Engine/source/math/mathUtils.cpp

+ 6 - 11
Engine/source/math/mathUtils.cpp

@@ -30,7 +30,6 @@
 #include "platform/profiler.h"
 #include "core/tAlgorithm.h"
 
-#include "gfx/gfxDevice.h"
 namespace MathUtils
 {
 
@@ -1450,8 +1449,6 @@ void makeProjection( MatrixF *outMatrix,
                      F32 farPlane,
                      bool gfxRotate )
 {
-   bool isGL = GFX->getAdapterType() == OpenGL;
-
    Point4F row;
    row.x = 2.0*nearPlane / (right-left);
    row.y = 0.0;
@@ -1467,13 +1464,13 @@ void makeProjection( MatrixF *outMatrix,
 
    row.x = (left+right) / (right-left);
    row.y = (top+bottom) / (top-bottom);
-   row.z = isGL ? -(farPlane + nearPlane) / (farPlane - nearPlane) : farPlane / (nearPlane - farPlane);
+   row.z = farPlane / (nearPlane - farPlane);
    row.w = -1.0;
    outMatrix->setRow( 2, row );
 
    row.x = 0.0;
    row.y = 0.0;
-   row.z = isGL ? 2 * nearPlane * farPlane / (nearPlane - farPlane)  : nearPlane * farPlane / (nearPlane - farPlane);
+   row.z = nearPlane * farPlane / (nearPlane - farPlane);
    row.w = 0.0;
    outMatrix->setRow( 3, row );
 
@@ -1494,8 +1491,6 @@ void makeOrthoProjection(  MatrixF *outMatrix,
                            F32 farPlane,
                            bool gfxRotate )
 {
-   bool isGL = GFX->getAdapterType() == OpenGL;
-
    Point4F row;
    row.x = 2.0f / (right - left);
    row.y = 0.0f;
@@ -1513,15 +1508,15 @@ void makeOrthoProjection(  MatrixF *outMatrix,
    row.y = 0.0f;
    row.w = 0.0f;
 
-   // This needs to be modified to work with OpenGL (d3d has 0..1 
-   // projection for z, vs -1..1 in OpenGL)
-   row.z = isGL ? 2.0f / (nearPlane - farPlane) : 1.0f / (nearPlane - farPlane);
+   //Unlike D3D, which has a 0-1 range, OpenGL uses a -1-1 range. 
+   //However, epoxy internally handles the swap, so the math here is the same for both APIs
+   row.z = 1.0f / (nearPlane - farPlane);
 
    outMatrix->setRow( 2, row );
 
    row.x = (left + right) / (left - right);
    row.y = (top + bottom) / (bottom - top);
-   row.z = isGL ? (nearPlane + farPlane) / (nearPlane - farPlane) : nearPlane / (nearPlane - farPlane);
+   row.z = nearPlane / (nearPlane - farPlane);
    row.w = 1.0f;
    outMatrix->setRow( 3, row );