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* Use this function to split the projection into a grid of squares. This can be used to render to multiple screens
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* Use this function to split the projection into a regular grid. This can be used to render to multiple screens
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* with a single camera. Use setGridLocation to set the horizontal and vertical index into this grid.
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* @param numRows the number of cells in the horizontal
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* @param numColumns the number of cells in the vertical direction.
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*/
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voidsetGridDimensions(int numRows, int numColumns);
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/**
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* Sets the horizontal and vertical index into the projection grid as set by setSplitDimensions.
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* Sets the horizontal and vertical index into the projection grid as set by setGridDimensions.
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*/
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voidsetGridLocation(int row, int column);
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@@ -129,10 +129,12 @@ namespace nap
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voidupdateProjectionMatrices() const;
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protected:
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mutable glm::mat4x4 mProjectionMatrix; // The composed projection matrix
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mutable glm::mat4x4 mRenderProjectionMatrix; // The composed projection matrix used by the renderer
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mutableboolmDirty = true; // If the projection matrix needs to be recalculated
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PerpCameraProperties mProperties; // These properties are copied from the resource to the instance. When these are changed, only the instance is affected
mutable glm::mat4x4 mProjectionMatrix; // The composed projection matrix
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mutable glm::mat4x4 mRenderProjectionMatrix; // The composed projection matrix used by the renderer
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mutableboolmDirty = true; // If the projection matrix needs to be recalculated
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PerpCameraProperties mProperties; // These properties are copied from the resource to the instance. When these are changed, only the instance is affected
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