History

fix thinning in voxels as points by using correct points to calculate width of voxel based on camera position relative to voxel

ZappoMan committed 13 years ago

Commit c4a2b3c1 parent 79fb92f4 files · +156 −36Browse files

Showing the changes to interface/src/VoxelSystem.cpp (1 of 4 files). Show all

Unified · Split

interface/src/VoxelSystem.cpp+7−7
@@ -1266,16 +1266,16 @@ void VoxelSystem::render(bool texture) { · 1265 unmodified lines
1266 glm::vec2 viewDimensions = Application::getInstance()->getViewportDimensions();1266 glm::vec2 viewDimensions = Application::getInstance()->getViewportDimensions();
1267 float viewportWidth = viewDimensions.x;1267 float viewportWidth = viewDimensions.x;
1268 float viewportHeight = viewDimensions.y;1268 float viewportHeight = viewDimensions.y;
1269 glm::vec3 cameraPosition = Application::getInstance()->getViewFrustum()->getPosition();
1270 PointShader& pointShader = Application::getInstance()->getPointShader();
1269 1271
1270 Application::getInstance()->getPointShader().begin();1272 pointShader.begin();
1271 1273
1272 int uniformLocation = Application::getInstance()->getPointShader().uniformLocation("viewportWidth");1274 pointShader.setUniformValue(pointShader.uniformLocation("viewportWidth"), viewportWidth);
1273 Application::getInstance()->getPointShader().setUniformValue(uniformLocation, viewportWidth);1275 pointShader.setUniformValue(pointShader.uniformLocation("viewportHeight"), viewportHeight);
1276 pointShader.setUniformValue(pointShader.uniformLocation("cameraPosition"), cameraPosition);
1274 1277
1275 uniformLocation = Application::getInstance()->getPointShader().uniformLocation("viewportHeight");1278 attributeLocation = pointShader.attributeLocation("voxelSizeIn");
1276 Application::getInstance()->getPointShader().setUniformValue(uniformLocation, viewportHeight);
1277
1278 attributeLocation = Application::getInstance()->getVoxelShader().attributeLocation("voxelSizeIn");
1279 glEnableVertexAttribArray(attributeLocation);1279 glEnableVertexAttribArray(attributeLocation);
1280 glVertexAttribPointer(attributeLocation, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));1280 glVertexAttribPointer(attributeLocation, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
1281 }1281 }