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@ -1386,7 +1386,7 @@ inline bool CCamera::IsPointVisible(const Vec3& p) const
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// return values
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// CULL_EXCLUSION = sphere outside of frustum (very fast rejection-test)
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// CULL_INTERSECT = sphere and frustum intersects or sphere in completely inside frustum
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inline bool CCamera::IsSphereVisible_F(const Sphere& s) const
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inline bool CCamera::IsSphereVisible_F(const ::Sphere& s) const
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{
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if ((m_fp[0] | s.center) > s.radius)
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{
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@ -1427,7 +1427,7 @@ inline bool CCamera::IsSphereVisible_F(const Sphere& s) const
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// CULL_EXCLUSION = sphere outside of frustum (very fast rejection-test)
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// CULL_INTERSECT = sphere intersects the borders of the frustum, further checks necessary
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// CULL_INCLUSION = sphere is complete inside the frustum, no further checks necessary
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inline uint8 CCamera::IsSphereVisible_FH(const Sphere& s) const
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inline uint8 CCamera::IsSphereVisible_FH(const ::Sphere& s) const
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{
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f32 nc, rc, lc, tc, bc, cc;
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if ((nc = m_fp[0] | s.center) > s.radius)
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