public bool frustum_occlude(GMDL.GLMeshVao meshVao, Matrix4 transform) { if (!culling) { return(true); } Vector4 v1, v2; v1 = new Vector4(meshVao.metaData.AABBMIN, 1.0f); v2 = new Vector4(meshVao.metaData.AABBMAX, 1.0f); return(frustum_occlude(v1.Xyz, v2.Xyz, transform)); }
public Camera(int angle, int program, int mode, bool cull) { //Set fov on init this.setFOV(angle); vao = new GLMeshVao(); vao.vao = (new Primitives.Box(1.0f, 1.0f, 1.0f, new Vector3(1.0f), true)).getVAO(); this.program = program; this.type = mode; this.culling = cull; //calcCameraOrientation(ref Front, ref Right, ref Up, 0, 0); //Initialize the viewmat this.updateViewMatrix(); }