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-rw-r--r--3rdparty/bgfx/examples/30-picking/picking.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/3rdparty/bgfx/examples/30-picking/picking.cpp b/3rdparty/bgfx/examples/30-picking/picking.cpp
index a4fc99ffe7c..563e44bf684 100644
--- a/3rdparty/bgfx/examples/30-picking/picking.cpp
+++ b/3rdparty/bgfx/examples/30-picking/picking.cpp
@@ -207,7 +207,7 @@ class ExamplePicking : public entry::AppI
bx::mtxLookAt(view, eye, at);
float proj[16];
- bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f);
+ bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
// Set up view rect and transform for the shaded pass
bgfx::setViewRect(RENDER_PASS_SHADING, 0, 0, uint16_t(m_width), uint16_t(m_height) );
@@ -238,7 +238,7 @@ class ExamplePicking : public entry::AppI
// Tight FOV is best for picking
float pickProj[16];
- bx::mtxProj(pickProj, m_fov, 1, 0.1f, 100.0f);
+ bx::mtxProj(pickProj, m_fov, 1, 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
// View rect and transforms for picking pass
bgfx::setViewRect(RENDER_PASS_ID, 0, 0, ID_DIM, ID_DIM);
@@ -363,8 +363,8 @@ class ExamplePicking : public entry::AppI
| (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
, m_mouseState.m_mz
- , m_width
- , m_height
+ , uint16_t(m_width)
+ , uint16_t(m_height)
);
imguiBeginArea("Picking Render Target:", 10, 100, 300, 400);