RenderableNamedEntity : adjust behind nearplane epsilon
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@ -181,7 +181,7 @@ public:
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if( volume.fill() ){
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if( volume.fill() ){
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const Matrix4& viewproj = volume.GetViewMatrix();
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const Matrix4& viewproj = volume.GetViewMatrix();
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const Vector3 pos_in_world = matrix4_transformed_point( localToWorld, m_position );
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const Vector3 pos_in_world = matrix4_transformed_point( localToWorld, m_position );
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if( viewproj[3] * pos_in_world[0] + viewproj[7] * pos_in_world[1] + viewproj[11] * pos_in_world[2] + viewproj[15] < 3e-5 ) //w < 0: behind nearplane
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if( viewproj[3] * pos_in_world[0] + viewproj[7] * pos_in_world[1] + viewproj[11] * pos_in_world[2] + viewproj[15] < 0.005f ) //w < 0: behind nearplane
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return;
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return;
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if( m_nameMode == eNameNormal && vector3_length_squared( pos_in_world - volume.getViewer() ) > static_cast<float>( g_showNamesDist ) * static_cast<float>( g_showNamesDist ) )
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if( m_nameMode == eNameNormal && vector3_length_squared( pos_in_world - volume.getViewer() ) > static_cast<float>( g_showNamesDist ) * static_cast<float>( g_showNamesDist ) )
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return;
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return;
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