cache transpose
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@@ -106,7 +106,7 @@ void Renderer::SetCamPos(const Vec3f& newPos) {
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m_Camera.CamPos = newPos;
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m_Camera.CamPos = newPos;
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m_Camera.viewMatrix = maths::Look(m_Camera.CamPos, front, { 0, 1, 0 });
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m_Camera.viewMatrix = maths::Look(m_Camera.CamPos, front, { 0, 1, 0 });
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m_Camera.InvViewMatrix = maths::Inverse(m_Camera.viewMatrix);
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m_Camera.InvViewMatrix = maths::Transpose(maths::Inverse(m_Camera.viewMatrix)); // why transpose ? I don't know
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m_WorldShader->Start();
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m_WorldShader->Start();
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m_WorldShader->SetViewMatrix(m_Camera.viewMatrix);
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m_WorldShader->SetViewMatrix(m_Camera.viewMatrix);
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@@ -125,7 +125,7 @@ Vec2f Renderer::GetCursorWorldPos(const Vec2f& cursorPos, float windowWidth, flo
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rayEye = { rayEye.x, rayEye.y, -1.0f, 0.0f };
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rayEye = { rayEye.x, rayEye.y, -1.0f, 0.0f };
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Vec4f rayWorld = maths::Dot(maths::Transpose(m_Camera.InvViewMatrix), rayEye); // why transpose ? I don't know
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Vec4f rayWorld = maths::Dot(m_Camera.InvViewMatrix, rayEye);
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float lambda = -m_Camera.CamPos.y / rayWorld.y;
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float lambda = -m_Camera.CamPos.y / rayWorld.y;
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