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Next-Generation Graphics Engine
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 Post subject: bug in calcCropMatrix?
PostPosted: 19.03.2011, 15:35 
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Joined: 11.09.2010, 20:21
Posts: 44
Location: Germany
I just read over calcCropMatrix and although I have not completely thought about its working, I find the following lines a bit irregular:

Code:
float minX = clamp( maxf( frustMinX, bbMinX ), -1, 1 );
float minY = clamp( maxf( frustMinY, bbMinY ), -1, 1 );
float minZ = clamp( minf( frustMinZ, bbMinZ ), -1, 1 );   <--- !!!
float maxX = clamp( minf( frustMaxX, bbMaxX ), -1, 1 );
float maxY = clamp( minf( frustMaxY, bbMaxY ), -1, 1 );
float maxZ = clamp( minf( frustMaxZ, bbMaxZ ), -1, 1 );


If this is right, forgive my stupid post, but it seems a bit irregular, that you use min for the z coordinate and max for the others.


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PostPosted: 19.03.2011, 21:10 
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Joined: 10.09.2006, 15:52
Posts: 1217
I agree that it looks irregular but it is really intended in that case to improve the depth precision (please see also this article for more details). A comment in the code would certainly be useful...


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