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-rw-r--r--core/math/camera_matrix.cpp1
-rw-r--r--core/math/triangle_mesh.cpp2
2 files changed, 1 insertions, 2 deletions
diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp
index b7a929c8e..7132b6573 100644
--- a/core/math/camera_matrix.cpp
+++ b/core/math/camera_matrix.cpp
@@ -131,7 +131,6 @@ void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_
void CameraMatrix::set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far) {
// we first calculate our base frustum on our values without taking our lens magnification into account.
- real_t display_to_eye = 2.0 * p_display_to_lens;
real_t f1 = (p_intraocular_dist * 0.5) / p_display_to_lens;
real_t f2 = ((p_display_width - p_intraocular_dist) * 0.5) / p_display_to_lens;
real_t f3 = (p_display_width / 4.0) / p_display_to_lens;
diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp
index 614104f69..3b246cb18 100644
--- a/core/math/triangle_mesh.cpp
+++ b/core/math/triangle_mesh.cpp
@@ -158,7 +158,7 @@ void TriangleMesh::create(const PoolVector<Vector3> &p_faces) {
max_depth = 0;
int max_alloc = fc;
- int max = _create_bvh(bw.ptr(), bwp.ptr(), 0, fc, 1, max_depth, max_alloc);
+ _create_bvh(bw.ptr(), bwp.ptr(), 0, fc, 1, max_depth, max_alloc);
bw = PoolVector<BVH>::Write(); //clearup
bvh.resize(max_alloc); //resize back