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PowerScaling modifications
- Started working on PowerScaling with some initial changes - Faking the stars by blending with the abuffer - Changed texture filtering for planets, looks better in my opinion
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@@ -123,12 +123,6 @@ void RenderablePlanet::render(const RenderData& data)
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// activate shader
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_programObject->activate();
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// fetch data
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psc currentPosition = data.position;
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psc campos = data.camera.position();
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glm::mat4 camrot = data.camera.viewRotationMatrix();
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// PowerScaledScalar scaling = camera->scaling();
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PowerScaledScalar scaling = glm::vec2(1, -6);
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// scale the planet to appropriate size since the planet is a unit sphere
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@@ -179,7 +173,10 @@ void RenderablePlanet::loadTexture()
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_texture = ghoul::opengl::loadTexture(absPath(_colorTexturePath));
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if (_texture) {
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LDEBUG("Loaded texture from '" << absPath(_colorTexturePath) << "'");
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_texture->uploadTexture();
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_texture->uploadTexture();
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// Textures of planets looks much smoother with AnisotropicMipMap rather than linear
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_texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
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}
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}
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}
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