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@@ -333,7 +333,7 @@ namespace bs
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Matrix4 Matrix4::projectionPerspective(const Degree& horzFOV, float aspect, float near, float far)
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{
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// Note: Duplicate code in Camera, bring it all here eventually
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- static const float INFINITE_FAR_PLANE_ADJUST = 0.00001f;
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+ static constexpr float INFINITE_FAR_PLANE_ADJUST = 0.00001f;
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Radian thetaX(horzFOV * 0.5f);
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float tanThetaX = Math::tan(thetaX);
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@@ -372,7 +372,7 @@ namespace bs
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Matrix4 mat;
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mat[0][0] = A; mat[0][1] = 0.0f; mat[0][2] = C; mat[0][3] = 0.0f;
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mat[1][0] = 0.0f; mat[1][1] = B; mat[1][2] = D; mat[1][3] = 0.0f;
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- mat[2][0] = 0.0f; mat[2][1] = 0.0f; mat[2][2] = q; mat[2][3] = qn;
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+ mat[2][0] = 0.0f; mat[2][1] = 0.0f; mat[2][2] = q; mat[2][3] = qn;
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mat[3][0] = 0.0f; mat[3][1] = 0.0f; mat[3][2] = -1; mat[3][3] = 0.0f;
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return mat;
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