const glm::mat4 &M,
float *dist,
glm::vec3 *normal
-) {
+) noexcept {
float t_min = 0.0f;
float t_max = std::numeric_limits<float>::infinity();
const glm::vec3 aabb_pos(M[3].x, M[3].y, M[3].z);
return true;
}
-bool CullTest(const AABB &box, const glm::mat4 &MVP) {
+bool CullTest(const AABB &box, const glm::mat4 &MVP) noexcept {
// transform corners into clip space
glm::vec4 corners[8] = {
{ box.min.x, box.min.y, box.min.z, 1.0f },