Removing old vector math.

This commit is contained in:
Branimir Karadžić
2018-11-16 21:54:20 -08:00
parent b1752bc630
commit 66a7d6ab05
29 changed files with 66 additions and 67 deletions

View File

@@ -2335,7 +2335,7 @@ public:
float at[3];
bx::vec3Add(at, m_pointLight.m_position.m_v, m_pointLight.m_spotDirectionInner.m_v);
bx::mtxLookAt(lightView[TetrahedronFaces::Green], m_pointLight.m_position.m_v, at);
bx::mtxLookAt(lightView[TetrahedronFaces::Green], bx::load(m_pointLight.m_position.m_v), bx::load(at) );
}
else if (LightType::PointLight == m_settings.m_lightType)
{
@@ -2421,13 +2421,13 @@ public:
else // LightType::DirectionalLight == settings.m_lightType
{
// Setup light view mtx.
float eye[3] =
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye =
{
-m_directionalLight.m_position.m_x
, -m_directionalLight.m_position.m_y
, -m_directionalLight.m_position.m_z
-m_directionalLight.m_position.m_x,
-m_directionalLight.m_position.m_y,
-m_directionalLight.m_position.m_z,
};
float at[3] = { 0.0f, 0.0f, 0.0f };
bx::mtxLookAt(lightView[0], eye, at);
// Compute camera inverse view mtx.