So the problem is that when your inside the sphere it won't render so it might make someone
think that it's not working right. So what I did was determine if the camera is inside the sphere.
If the camera is inside the sphere, then I find the distance from the center of the sphere to the camera
Round down and use that as the radius to draw the sphere.
That way if someone zooms in or out, their screen is still showing the sphere.
* Made use of dStrIsEmpty in more locations (and fixed it :P)
* Removed commented-out code
* Corrected default params
* Fixed some console warning formats
* Removed tabs
* Corrected setExtent API
- Fix for issue https://github.com/GarageGames/Torque3D/issues/525 This
fix takes into account the skewed view into the world when you have a
projection offset and the ability to see further into the scene at the
edges opposite to the offset.
- SceneCullingState now has two frustum rather than one: a culling
frustum and camera frustum.
- The camera frustum should be referenced when you need the projection
matrix or don't want a skewed frustum.
- The culling frustum should be referenced during any scene culling or
when determining what dynamic geometry to render. It currently skews
itself to take into account any projection offset (automatically
calculated in SceneCullingState constructor).
- When there is no projection offset, the camera frustum and culling
frustum are the same. This usually means any time when not using the
Oculus Rift.
- Frustum comparison now includes comparing the projection offset.
- Fixes objects that only set the projection matrix if the frustum has
changed during side-by-side rendering, such as the WaterPlane.
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.