constexpr float block_rad = 2.0f;
const float bb_radius = box_rad + block_rad;
- const RoughLocation::Fine begin(max(
+ const RoughLocation::Fine begin(glm::max(
RoughLocation::Fine(0),
- RoughLocation::Fine(floor(box_coords - bb_radius))
+ RoughLocation::Fine(glm::floor(box_coords - bb_radius))
));
- const RoughLocation::Fine end(min(
+ const RoughLocation::Fine end(glm::min(
RoughLocation::Fine(side - 1),
- RoughLocation::Fine(ceil(box_coords + bb_radius))
+ RoughLocation::Fine(glm::ceil(box_coords + bb_radius))
) - 1);
for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]);
const float ec_radius = entity.Radius() + Radius();
- if (distance2(entity_coords, Center()) > ec_radius * ec_radius) {
+ if (glm::distance2(entity_coords, Center()) > ec_radius * ec_radius) {
return false;
}
constexpr float block_rad = 2.0f;
const float eb_radius = entity.Radius() + block_rad;
- const RoughLocation::Fine begin(max(
+ const RoughLocation::Fine begin(glm::max(
RoughLocation::Fine(0),
- RoughLocation::Fine(floor(entity_coords - eb_radius))
+ RoughLocation::Fine(glm::floor(entity_coords - eb_radius))
));
- const RoughLocation::Fine end(min(
+ const RoughLocation::Fine end(glm::min(
RoughLocation::Fine(side),
- RoughLocation::Fine(ceil(entity_coords + eb_radius))
+ RoughLocation::Fine(glm::ceil(entity_coords + eb_radius))
));
for (RoughLocation::Fine pos(begin); pos.z < end.z; ++pos.z) {
chunk_prog.SetTexture(block_tex);
chunk_prog.SetFogDensity(fog_density);
- Frustum frustum(transpose(chunk_prog.GetVP()));
+ Frustum frustum(glm::transpose(chunk_prog.GetVP()));
AABB box;
for (int i = 0; i < index.TotalChunks(); ++i) {