Added build problem with using float Matrix.

This commit is contained in:
Robert Osfield
2012-02-28 11:37:09 +00:00
parent 11c9ec4f7d
commit 84ca21655e
4 changed files with 114 additions and 24 deletions

View File

@@ -28,6 +28,7 @@ class OSG_EXPORT Matrixd
public:
typedef double value_type;
typedef float other_value_type;
inline Matrixd() { makeIdentity(); }
inline Matrixd( const Matrixd& mat) { set(mat.ptr()); }
@@ -144,13 +145,19 @@ class OSG_EXPORT Matrixd
double zNear, double zFar);
/** Get the orthographic settings of the orthographic projection matrix.
* Note, if matrix is not an orthographic matrix then invalid values
* Note, if matrix is not an orthographic matrix then invalid values
* will be returned.
*/
bool getOrtho(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar) const;
/** float version of getOrtho(..) */
bool getOrtho(float& left, float& right,
float& bottom, float& top,
float& zNear, float& zFar) const;
/** Set to a 2D orthographic projection.
* See glOrtho2D for further details.
*/
@@ -176,6 +183,11 @@ class OSG_EXPORT Matrixd
double& bottom, double& top,
double& zNear, double& zFar) const;
/** float version of getFrustum(..) */
bool getFrustum(float& left, float& right,
float& bottom, float& top,
float& zNear, float& zFar) const;
/** Set to a symmetrical perspective projection.
* See gluPerspective for further details.
* Aspect ratio is defined as width/height.
@@ -186,7 +198,7 @@ class OSG_EXPORT Matrixd
/** Get the frustum settings of a symmetric perspective projection
* matrix.
* Return false if matrix is not a perspective matrix,
* where parameter values are undefined.
* where parameter values are undefined.
* Note, if matrix is not a symmetric perspective matrix then the
* shear will be lost.
* Asymmetric matrices occur when stereo, power walls, caves and
@@ -196,6 +208,10 @@ class OSG_EXPORT Matrixd
bool getPerspective(double& fovy, double& aspectRatio,
double& zNear, double& zFar) const;
/** float version of getPerspective(..) */
bool getPerspective(float& fovy, float& aspectRatio,
float& zNear, float& zFar) const;
/** Set the position and orientation to be a view matrix,
* using the same convention as gluLookAt.
*/

View File

@@ -28,6 +28,7 @@ class OSG_EXPORT Matrixf
public:
typedef float value_type;
typedef double other_value_type;
inline Matrixf() { makeIdentity(); }
inline Matrixf( const Matrixf& mat) { set(mat.ptr()); }
@@ -144,13 +145,19 @@ class OSG_EXPORT Matrixf
double zNear, double zFar);
/** Get the orthographic settings of the orthographic projection matrix.
* Note, if matrix is not an orthographic matrix then invalid values
* Note, if matrix is not an orthographic matrix then invalid values
* will be returned.
*/
bool getOrtho(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar) const;
/** float version of getOrtho(..) */
bool getOrtho(float& left, float& right,
float& bottom, float& top,
float& zNear, float& zFar) const;
/** Set to a 2D orthographic projection.
* See glOrtho2D for further details.
*/
@@ -176,6 +183,11 @@ class OSG_EXPORT Matrixf
double& bottom, double& top,
double& zNear, double& zFar) const;
/** float version of getFrustum(..) */
bool getFrustum(float& left, float& right,
float& bottom, float& top,
float& zNear, float& zFar) const;
/** Set to a symmetrical perspective projection.
* See gluPerspective for further details.
* Aspect ratio is defined as width/height.
@@ -186,7 +198,7 @@ class OSG_EXPORT Matrixf
/** Get the frustum settings of a symmetric perspective projection
* matrix.
* Return false if matrix is not a perspective matrix,
* where parameter values are undefined.
* where parameter values are undefined.
* Note, if matrix is not a symmetric perspective matrix then the
* shear will be lost.
* Asymmetric matrices occur when stereo, power walls, caves and
@@ -196,6 +208,10 @@ class OSG_EXPORT Matrixf
bool getPerspective(double& fovy, double& aspectRatio,
double& zNear, double& zFar) const;
/** float version of getPerspective(..) */
bool getPerspective(float& fovy, float& aspectRatio,
float& zNear, float& zFar) const;
/** Set the position and orientation to be a view matrix,
* using the same convention as gluLookAt.
*/