|
@@ -207,7 +207,7 @@ class ExamplePicking : public entry::AppI
|
|
|
bx::mtxLookAt(view, eye, at);
|
|
bx::mtxLookAt(view, eye, at);
|
|
|
|
|
|
|
|
float proj[16];
|
|
float proj[16];
|
|
|
- bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f);
|
|
|
|
|
|
|
+ bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
|
|
|
|
|
|
|
|
// Set up view rect and transform for the shaded pass
|
|
// Set up view rect and transform for the shaded pass
|
|
|
bgfx::setViewRect(RENDER_PASS_SHADING, 0, 0, uint16_t(m_width), uint16_t(m_height) );
|
|
bgfx::setViewRect(RENDER_PASS_SHADING, 0, 0, uint16_t(m_width), uint16_t(m_height) );
|
|
@@ -238,7 +238,7 @@ class ExamplePicking : public entry::AppI
|
|
|
|
|
|
|
|
// Tight FOV is best for picking
|
|
// Tight FOV is best for picking
|
|
|
float pickProj[16];
|
|
float pickProj[16];
|
|
|
- bx::mtxProj(pickProj, m_fov, 1, 0.1f, 100.0f);
|
|
|
|
|
|
|
+ bx::mtxProj(pickProj, m_fov, 1, 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
|
|
|
|
|
|
|
|
// View rect and transforms for picking pass
|
|
// View rect and transforms for picking pass
|
|
|
bgfx::setViewRect(RENDER_PASS_ID, 0, 0, ID_DIM, ID_DIM);
|
|
bgfx::setViewRect(RENDER_PASS_ID, 0, 0, ID_DIM, ID_DIM);
|