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Fix GTC_matrix_transform test for C++98

christophe 2 년 전
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커밋
820557cf31
1개의 변경된 파일16개의 추가작업 그리고 16개의 파일을 삭제
  1. 16 16
      test/gtc/gtc_matrix_transform.cpp

+ 16 - 16
test/gtc/gtc_matrix_transform.cpp

@@ -15,8 +15,8 @@ int test_perspective()
 
 
 	Projection = glm::perspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
 	Projection = glm::perspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
 	{
 	{
-		glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
-		glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f};
+		glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
+		glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Far, 1.f);
 		N /= N.w;
 		N /= N.w;
 		F /= F.w;
 		F /= F.w;
 		Error += glm::notEqual(N.z, 0.f, Eps);
 		Error += glm::notEqual(N.z, 0.f, Eps);
@@ -25,8 +25,8 @@ int test_perspective()
 
 
 	Projection = glm::perspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
 	Projection = glm::perspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
 	{
 	{
-		glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
-		glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f};
+		glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
+		glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Far, 1.f);
 		N /= N.w;
 		N /= N.w;
 		F /= F.w;
 		F /= F.w;
 		Error += glm::notEqual(N.z, -1.f, Eps);
 		Error += glm::notEqual(N.z, -1.f, Eps);
@@ -35,8 +35,8 @@ int test_perspective()
 	
 	
 	Projection = glm::perspectiveRH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
 	Projection = glm::perspectiveRH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
 	{
 	{
-		glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f};
-		glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Far, 1.f};
+		glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
+		glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Far, 1.f);
 		N /= N.w;
 		N /= N.w;
 		F /= F.w;
 		F /= F.w;
 		Error += glm::notEqual(N.z, 0.f, Eps);
 		Error += glm::notEqual(N.z, 0.f, Eps);
@@ -45,8 +45,8 @@ int test_perspective()
 
 
 	Projection = glm::perspectiveRH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
 	Projection = glm::perspectiveRH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
 	{
 	{
-		glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f};
-		glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Far, 1.f};
+		glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
+		glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Far, 1.f);
 		N /= N.w;
 		N /= N.w;
 		F /= F.w;
 		F /= F.w;
 		Error += glm::notEqual(N.z, -1.f, Eps);
 		Error += glm::notEqual(N.z, -1.f, Eps);
@@ -68,8 +68,8 @@ int test_infinitePerspective()
 
 
 	Projection = glm::infinitePerspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
 	Projection = glm::infinitePerspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
 	{
 	{
-		glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
-		glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f};
+		glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
+		glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Inf, 1.f);
 		N /= N.w;
 		N /= N.w;
 		F /= F.w;
 		F /= F.w;
 		Error += glm::notEqual(N.z, 0.f, Eps);
 		Error += glm::notEqual(N.z, 0.f, Eps);
@@ -78,8 +78,8 @@ int test_infinitePerspective()
 
 
 	Projection = glm::infinitePerspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
 	Projection = glm::infinitePerspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
 	{
 	{
-		glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
-		glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f};
+		glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
+		glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Inf, 1.f);
 		N /= N.w;
 		N /= N.w;
 		F /= F.w;
 		F /= F.w;
 		Error += glm::notEqual(N.z, -1.f, Eps);
 		Error += glm::notEqual(N.z, -1.f, Eps);
@@ -88,8 +88,8 @@ int test_infinitePerspective()
 
 
 	Projection = glm::infinitePerspectiveRH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
 	Projection = glm::infinitePerspectiveRH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
 	{
 	{
-		glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f};
-		glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Inf, 1.f};
+		glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
+		glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Inf, 1.f);
 		N /= N.w;
 		N /= N.w;
 		F /= F.w;
 		F /= F.w;
 		Error += glm::notEqual(N.z, 0.f, Eps);
 		Error += glm::notEqual(N.z, 0.f, Eps);
@@ -98,8 +98,8 @@ int test_infinitePerspective()
 
 
 	Projection = glm::infinitePerspectiveRH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
 	Projection = glm::infinitePerspectiveRH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
 	{
 	{
-		glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f};
-		glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Inf, 1.f};
+		glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
+		glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Inf, 1.f);
 		N /= N.w;
 		N /= N.w;
 		F /= F.w;
 		F /= F.w;
 		Error += glm::notEqual(N.z, -1.f, Eps);
 		Error += glm::notEqual(N.z, -1.f, Eps);