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This commit is contained in:
scrawl 2015-11-30 17:19:27 +01:00
parent 576d5111a5
commit f5f3d18b8e

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@ -271,7 +271,10 @@ namespace MWRender
{
float projX = (posX / mCamera->getViewport()->width()) * 2 - 1.f;
float projY = (posY / mCamera->getViewport()->height()) * 2 - 1.f;
// With Intersector::WINDOW, the intersection ratios are slightly inaccurate. TODO: investigate
// With Intersector::WINDOW, the intersection ratios are slightly inaccurate. Seems to be a
// precision issue - compiling with OSG_USE_FLOAT_MATRIX=0, Intersector::WINDOW works ok.
// Using Intersector::PROJECTION results in better precision because the start/end points and the model matrices
// don't go through as many transformations.
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(osgUtil::Intersector::PROJECTION, projX, projY));
intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);