[Scummvm-git-logs] scummvm master -> d169ad5772eaa2a1094aa799f2622df7e95cb046
aquadran
noreply at scummvm.org
Mon Oct 14 14:37:47 UTC 2024
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
d169ad5772 WINTERMUTE: Small code sync with original related to renderer class
Commit: d169ad5772eaa2a1094aa799f2622df7e95cb046
https://github.com/scummvm/scummvm/commit/d169ad5772eaa2a1094aa799f2622df7e95cb046
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2024-10-14T16:37:42+02:00
Commit Message:
WINTERMUTE: Small code sync with original related to renderer class
Changed paths:
engines/wintermute/base/gfx/base_renderer3d.h
engines/wintermute/base/gfx/xmesh.cpp
diff --git a/engines/wintermute/base/gfx/base_renderer3d.h b/engines/wintermute/base/gfx/base_renderer3d.h
index bde8abc0b0e..b48f5968e92 100644
--- a/engines/wintermute/base/gfx/base_renderer3d.h
+++ b/engines/wintermute/base/gfx/base_renderer3d.h
@@ -92,14 +92,14 @@ public:
void initLoop() override;
virtual bool setProjection2D() = 0;
- virtual void setWorldTransform(const Math::Matrix4 &transform) = 0;
+ virtual void setWorldTransform(const Math::Matrix4 &transform) = 0;
// void setWorldTransform(const Math::Matrix4 &transform) {
// _worldMatrix = transform;
// }
- Math::Matrix4 lastProjectionMatrix() {
- return _projectionMatrix;
+ void setViewTransform(const Math::Matrix4 &transform) {
+ _viewMatrix = transform;
}
void setProjectionTransform(const Math::Matrix4 &transform) {
@@ -144,6 +144,7 @@ protected:
Math::Matrix4 _worldMatrix;
Math::Matrix4 _viewMatrix;
Math::Matrix4 _projectionMatrix;
+ Rect32 _viewport;
float _fov;
float _nearClipPlane;
float _farClipPlane;
diff --git a/engines/wintermute/base/gfx/xmesh.cpp b/engines/wintermute/base/gfx/xmesh.cpp
index 383913d1eb4..d5b2fe5f9ae 100644
--- a/engines/wintermute/base/gfx/xmesh.cpp
+++ b/engines/wintermute/base/gfx/xmesh.cpp
@@ -45,8 +45,7 @@ XMesh::XMesh(Wintermute::BaseGame *inGame) : BaseNamedObject(inGame) {
_blendedMesh = nullptr;
_staticMesh = nullptr;
- _BBoxStart = Math::Vector3d(0.0f, 0.0f, 0.0f);
- _BBoxEnd = Math::Vector3d(0.0f, 0.0f, 0.0f);
+ _BBoxStart = _BBoxEnd = Math::Vector3d(0.0f, 0.0f, 0.0f);
}
XMesh::~XMesh() {
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