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macos compile and build (still needs ring shader const fix)
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@@ -186,7 +186,7 @@ namespace {
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constexpr openspace::properties::Property::PropertyInfo ShadowMappingInfo = {
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"ShadowMapping",
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"Shadow Mapping",
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"Shadow-Mapping",
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"Enables shadow mapping algorithm. Used by renderable rings too."
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};
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@@ -303,7 +303,7 @@ BoundingHeights boundingHeightsForChunk(const Chunk& chunk, const LayerManager&
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const bool hasTileMetaData = chunkTile.tile.metaData.has_value();
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if (goodTile && hasTileMetaData) {
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const TileMetaData& tileMetaData = chunkTile.tile.metaData.value();
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const TileMetaData& tileMetaData = *chunkTile.tile.metaData;
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const float minValue = settings->performLayerSettings(
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tileMetaData.minValues[HeightChannel]
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@@ -524,7 +524,7 @@ RenderableGlobe::RenderableGlobe(const ghoul::Dictionary& dictionary)
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FloatProperty(OrenNayarRoughnessInfo, 0.f, 0.f, 1.f),
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IntProperty(NActiveLayersInfo, 0, 0, OpenGLCap.maxTextureUnits() / 3)
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})
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, _shadowMappingPropertyOwner({ "Shadow Mapping" })
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, _shadowMappingPropertyOwner({ "Shadow-Mapping" })
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, _debugPropertyOwner({ "Debug" })
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, _grid(DefaultSkirtedGridSegments, DefaultSkirtedGridSegments)
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, _leftRoot(Chunk(LeftHemisphereIndex))
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