Commit: 2b0b4133c8ced3dc569b787873883f44ec9c8979
Author: Germano
Date:   Mon Apr 16 14:34:32 2018 -0300
Branches: blender2.8
https://developer.blender.org/rB2b0b4133c8ced3dc569b787873883f44ec9c8979

DRW: Culling: Fix algorithm for asymmetric perspective frustum reconstruction.

===================================================================

M       source/blender/draw/intern/draw_manager_exec.c

===================================================================

diff --git a/source/blender/draw/intern/draw_manager_exec.c 
b/source/blender/draw/intern/draw_manager_exec.c
index d37a8a643f9..0ff5522c109 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -395,23 +395,20 @@ static void draw_frustum_boundbox_calc(const 
float(*projmat)[4], BoundBox *r_bbo
        bool is_persp = projmat[3][3] == 0.0f;
 
        if (is_persp) {
-               float w_half, h_half;
                near   = projmat[3][2] / (projmat[2][2] - 1.0f);
                far    = projmat[3][2] / (projmat[2][2] + 1.0f);
-               w_half = near / projmat[0][0];
-               h_half = near / projmat[1][1];
-               left   = projmat[2][0] - w_half;
-               right  = projmat[2][0] + w_half;
-               bottom = projmat[2][1] - h_half;
-               top    = projmat[2][1] + h_half;
+               left   = near * (projmat[2][0] - 1.0f) / projmat[0][0];
+               right  = near * (projmat[2][0] + 1.0f) / projmat[0][0];
+               bottom = near * (projmat[2][1] - 1.0f) / projmat[1][1];
+               top    = near * (projmat[2][1] + 1.0f) / projmat[1][1];
        }
        else {
-               near   = (projmat[3][2] + 1.0f) / projmat[2][2];
-               far    = (projmat[3][2] - 1.0f) / projmat[2][2];
-               left   = (-1.0f - projmat[3][0]) / projmat[0][0];
-               right  =  (1.0f - projmat[3][0]) / projmat[0][0];
-               bottom = (-1.0f - projmat[3][1]) / projmat[1][1];
-               top    =  (1.0f - projmat[3][1]) / projmat[1][1];
+               near   = ( projmat[3][2] + 1.0f) / projmat[2][2];
+               far    = ( projmat[3][2] - 1.0f) / projmat[2][2];
+               left   = (-projmat[3][0] - 1.0f) / projmat[0][0];
+               right  = (-projmat[3][0] + 1.0f) / projmat[0][0];
+               bottom = (-projmat[3][1] - 1.0f) / projmat[1][1];
+               top    = (-projmat[3][1] + 1.0f) / projmat[1][1];
        }
 
        r_bbox->vec[0][2] = r_bbox->vec[3][2] = r_bbox->vec[7][2] = 
r_bbox->vec[4][2] = -near;

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