TransformF can take 7 or 3 values so on false just set position for now. We may need to change ParseProperty to return a count for such cases as this and be able to tell whether its just position, rotation or both being set
Multiple fixes in files sent by Az but matrix look at function was creating a view matrix that messed up the capture.
Look at function for matrix now returns the correct matrix and bakes looking better
new /= operator in point4f
_calcClipSpaceAABB in pssm no longer uses radius just transform points into light space and do min max
_roundProjection matrix also optimized.
the key part of this issue was to invert the order we were baking the faces. Not much of a fix but it works better than before need to get a proper fix implement
the way the issue is copying X+ into every other face but isnt doing it in the reverse order means the rtv for face 0 must be being replicated into all other faces.
further tests showed issues with inverse function, now to better match what was originally happening, the inverse only happens on the 3x3 portion of the matrix and translation is handled separately.
Frustum test now uses more real world examples of a projection matrix. Test for the full unproject stack of math to test its result as unproject was where the issue about inverse originated
added more unit tests to match values between templated and matrix
tests showed discrepancies in affineInverse, fixed the function to return what is expected.
apparently templated classes need all functions to be inline, otherwise unresolved symbols
macro for switching between matrixf and templated
few functions that were missed
* Adds method to Scene to delete dynamic objects in the scene
* Add getNodeTransform to ShapeBase
* Add sanity check to AFX ea_update function to avoid divide by zero
* Adds ability to set color mul on GuiBitmapBorderCtrl like bitmapCtrl
* MatrixF utilty functions/operators
* Add ability to ignore an object in the containerBoxEmpty method call
* Adds some better initialization/sanity handling for resetWorldBox and resetRenderWorldBox for SceneObject
Commit from Azaezel to fix the naming of inspector fields.
TypeMatrixField still messes around on first responder, we know these functions convert angAxis to eul properly and from eul to angAxis but when the data comes to TypeMatrix it changes.... weird issue is weird.