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authorsschirm <[email protected]>2016-12-23 14:20:36 +0100
committersschirm <[email protected]>2016-12-23 14:56:17 +0100
commitef6937e69e8ee3f409cf9d460d5ad300a65d5924 (patch)
tree710426e8daa605551ce3f34b581897011101c30f /PhysX_3.4/Snippets/SnippetRender
parentInitial commit: (diff)
downloadphysx-3.4-ef6937e69e8ee3f409cf9d460d5ad300a65d5924.tar.xz
physx-3.4-ef6937e69e8ee3f409cf9d460d5ad300a65d5924.zip
PhysX 3.4 / APEX 1.4 release candidate @21506124
Diffstat (limited to 'PhysX_3.4/Snippets/SnippetRender')
-rw-r--r--PhysX_3.4/Snippets/SnippetRender/SnippetRender.cpp4
-rw-r--r--PhysX_3.4/Snippets/SnippetRender/SnippetRender.h2
2 files changed, 3 insertions, 3 deletions
diff --git a/PhysX_3.4/Snippets/SnippetRender/SnippetRender.cpp b/PhysX_3.4/Snippets/SnippetRender/SnippetRender.cpp
index 6efab6f8..b7ca6bcb 100644
--- a/PhysX_3.4/Snippets/SnippetRender/SnippetRender.cpp
+++ b/PhysX_3.4/Snippets/SnippetRender/SnippetRender.cpp
@@ -274,14 +274,14 @@ void setupDefaultRenderState()
}
-void startRender(const PxVec3& cameraEye, const PxVec3& cameraDir)
+void startRender(const PxVec3& cameraEye, const PxVec3& cameraDir, PxReal clipNear, PxReal clipFar)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Setup camera
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- gluPerspective(60.0, GLdouble(glutGet(GLUT_WINDOW_WIDTH))/GLdouble(glutGet(GLUT_WINDOW_HEIGHT)), 1.0, 10000.0);
+ gluPerspective(60.0, GLdouble(glutGet(GLUT_WINDOW_WIDTH)) / GLdouble(glutGet(GLUT_WINDOW_HEIGHT)), GLdouble(clipNear), GLdouble(clipFar));
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
diff --git a/PhysX_3.4/Snippets/SnippetRender/SnippetRender.h b/PhysX_3.4/Snippets/SnippetRender/SnippetRender.h
index 0281aeb0..328e4955 100644
--- a/PhysX_3.4/Snippets/SnippetRender/SnippetRender.h
+++ b/PhysX_3.4/Snippets/SnippetRender/SnippetRender.h
@@ -51,7 +51,7 @@ namespace Snippets
void setupDefaultWindow(const char* name);
void setupDefaultRenderState();
-void startRender(const physx::PxVec3& cameraEye, const physx::PxVec3& cameraDir);
+void startRender(const physx::PxVec3& cameraEye, const physx::PxVec3& cameraDir, physx::PxReal nearClip = 1.f, physx::PxReal farClip = 10000.f);
void renderActors(physx::PxRigidActor** actors, const physx::PxU32 numActors, bool shadows = false, const physx::PxVec3 & color = physx::PxVec3(0.0f, 0.75f, 0.0f));
void finishRender();
}