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DavidWyand-GG authored
- Fix for issue https://github.com/GarageGames/Torque3D/issues/525 This fix takes into account the skewed view into the world when you have a projection offset and the ability to see further into the scene at the edges opposite to the offset. - SceneCullingState now has two frustum rather than one: a culling frustum and camera frustum. - The camera frustum should be referenced when you need the projection matrix or don't want a skewed frustum. - The culling frustum should be referenced during any scene culling or when determining what dynamic geometry to render. It currently skews itself to take into account any projection offset (automatically calculated in SceneCullingState constructor). - When there is no projection offset, the camera frustum and culling frustum are the same. This usually means any time when not using the Oculus Rift.
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