shift bbminmax to relative when sent to the gpu so folks can stick to realworld values

This commit is contained in:
Azaezel 2019-03-26 06:48:56 -05:00
parent 903efc7cfd
commit 5703618dc0

View file

@ -434,8 +434,8 @@ void RenderProbeMgr::_setupStaticParameters()
probeRefPositionsData[mEffectiveProbeCount] = Point4F(refPos.x, refPos.y, refPos.z, 0);
probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
Point3F bbMin = refPos - curEntry.mProbeRefScale/2;
Point3F bbMax = refPos + curEntry.mProbeRefScale/2;
Point3F bbMin = refPos - curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
Point3F bbMax = refPos + curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
probeBBMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
probeBBMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);