From 25920aeee95f82256183350e9c155b2409708ee9 Mon Sep 17 00:00:00 2001 From: Azaezel Date: Thu, 15 Mar 2018 00:43:29 -0500 Subject: [PATCH] frustum definition duplication(s) --- Engine/source/gui/3d/guiTSControl.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/Engine/source/gui/3d/guiTSControl.cpp b/Engine/source/gui/3d/guiTSControl.cpp index d19d58aee..3e2c192c9 100644 --- a/Engine/source/gui/3d/guiTSControl.cpp +++ b/Engine/source/gui/3d/guiTSControl.cpp @@ -432,8 +432,6 @@ void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum if (mRenderStyle == RenderStyleStereoSideBySide && debugDraw->willDraw()) { // For SBS we need to render over each viewport - Frustum frustum; - GFX->setViewport(mLastCameraQuery.stereoViewports[0]); MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]); GFX->setFrustum(frustum); @@ -543,7 +541,6 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect) GFX->setStereoTargets(mLastCameraQuery.stereoTargets); MatrixF myTransforms[2]; - Frustum frustum; if (smUseLatestDisplayTransform) {