Open muren400 opened 4 years ago
I think you're right. Thanks for spotting this. I find the code hard to read to be honest. Perhaps if you already took the energy to understand what's written there perhaps you can rewrite it into glmatrix/vec3 operations so that it reads a bit more like vector math (it's probably some sort of dot product) and is easier to read. Or otherwise just submit a PR that fixes the issues you mentioned. Thanks in advance.
send you a pull request.
Hi,
the function Frustum.intersectsWorldAABB(minmax) is supposed to receive an AABB defined by its min Vector and its Dimensions.
But as I unterstand the algorithm, it should rather be a Minimum Vector and a Maximum Vector. Otherwise i get wrong results in TilingRenderLayer.cull(node) (line 88)
Also the name minmax seems a bit confusing when the second Component is supposed to be width, height and depth.
Thanks, Andreas