Fix GTC_matrix_transform test for C++98

This commit is contained in:
christophe 2023-12-21 14:18:52 +01:00 committed by Christophe
parent ed1059731f
commit 820557cf31

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@ -15,8 +15,8 @@ int test_perspective()
Projection = glm::perspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far); Projection = glm::perspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
{ {
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f}; glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Far, 1.f);
N /= N.w; N /= N.w;
F /= F.w; F /= F.w;
Error += glm::notEqual(N.z, 0.f, Eps); Error += glm::notEqual(N.z, 0.f, Eps);
@ -25,8 +25,8 @@ int test_perspective()
Projection = glm::perspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far); Projection = glm::perspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
{ {
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f}; glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Far, 1.f);
N /= N.w; N /= N.w;
F /= F.w; F /= F.w;
Error += glm::notEqual(N.z, -1.f, Eps); Error += glm::notEqual(N.z, -1.f, Eps);
@ -35,8 +35,8 @@ int test_perspective()
Projection = glm::perspectiveRH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far); Projection = glm::perspectiveRH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
{ {
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f}; glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Far, 1.f}; glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Far, 1.f);
N /= N.w; N /= N.w;
F /= F.w; F /= F.w;
Error += glm::notEqual(N.z, 0.f, Eps); Error += glm::notEqual(N.z, 0.f, Eps);
@ -45,8 +45,8 @@ int test_perspective()
Projection = glm::perspectiveRH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far); Projection = glm::perspectiveRH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
{ {
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f}; glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Far, 1.f}; glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Far, 1.f);
N /= N.w; N /= N.w;
F /= F.w; F /= F.w;
Error += glm::notEqual(N.z, -1.f, Eps); Error += glm::notEqual(N.z, -1.f, Eps);
@ -68,8 +68,8 @@ int test_infinitePerspective()
Projection = glm::infinitePerspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near); Projection = glm::infinitePerspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
{ {
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f}; glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Inf, 1.f);
N /= N.w; N /= N.w;
F /= F.w; F /= F.w;
Error += glm::notEqual(N.z, 0.f, Eps); Error += glm::notEqual(N.z, 0.f, Eps);
@ -78,8 +78,8 @@ int test_infinitePerspective()
Projection = glm::infinitePerspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near); Projection = glm::infinitePerspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
{ {
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f}; glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Inf, 1.f);
N /= N.w; N /= N.w;
F /= F.w; F /= F.w;
Error += glm::notEqual(N.z, -1.f, Eps); Error += glm::notEqual(N.z, -1.f, Eps);
@ -88,8 +88,8 @@ int test_infinitePerspective()
Projection = glm::infinitePerspectiveRH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near); Projection = glm::infinitePerspectiveRH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
{ {
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f}; glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Inf, 1.f}; glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Inf, 1.f);
N /= N.w; N /= N.w;
F /= F.w; F /= F.w;
Error += glm::notEqual(N.z, 0.f, Eps); Error += glm::notEqual(N.z, 0.f, Eps);
@ -98,8 +98,8 @@ int test_infinitePerspective()
Projection = glm::infinitePerspectiveRH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near); Projection = glm::infinitePerspectiveRH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
{ {
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f}; glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Inf, 1.f}; glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Inf, 1.f);
N /= N.w; N /= N.w;
F /= F.w; F /= F.w;
Error += glm::notEqual(N.z, -1.f, Eps); Error += glm::notEqual(N.z, -1.f, Eps);