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Improved mesh precision.
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@@ -416,6 +416,9 @@ void RenderableDUMeshes::renderMeshes(const RenderData&,
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const glm::dmat4& projectionMatrix)
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{
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// Saving current OpenGL state
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GLfloat lineWidth = 1.0f;
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glGetFloatv(GL_LINE_WIDTH, &lineWidth);
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GLboolean blendEnabled = glIsEnabled(GL_BLEND);
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GLenum blendEquationRGB;
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GLenum blendEquationAlpha;
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@@ -455,7 +458,9 @@ void RenderableDUMeshes::renderMeshes(const RenderData&,
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case Solid:
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break;
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case Wire:
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glLineWidth(2.0);
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glDrawArrays(GL_LINE_STRIP, 0, pair.second.numV);
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glLineWidth(lineWidth);
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break;
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case Point:
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glDrawArrays(GL_POINTS, 0, pair.second.numV);
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@@ -542,8 +547,8 @@ void RenderableDUMeshes::render(const RenderData& data, RendererTasks&) {
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glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale));
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glm::dmat4 modelViewMatrix = data.camera.combinedViewMatrix() * modelMatrix;
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glm::mat4 projectionMatrix = data.camera.projectionMatrix();
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glm::dmat4 modelViewProjectionMatrix = glm::dmat4(projectionMatrix) * modelViewMatrix;
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glm::dmat4 projectionMatrix = data.camera.projectionMatrix();
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glm::dmat4 modelViewProjectionMatrix = projectionMatrix * modelViewMatrix;
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glm::vec3 lookup = data.camera.lookUpVectorWorldSpace();
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glm::vec3 viewDirection = data.camera.viewDirectionWorldSpace();
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@@ -36,8 +36,8 @@ out float vs_screenSpaceDepth;
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out vec4 vs_positionViewSpace;
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void main() {
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dvec4 positionViewSpace = modelViewTransform * dvec4(in_position, 1.0);
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vec4 positionClipSpace = vec4(projectionTransform * positionViewSpace);
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dvec4 positionViewSpace = modelViewTransform * dvec4(in_position, 1.0);
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vec4 positionClipSpace = vec4(projectionTransform * positionViewSpace);
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vec4 positionScreenSpace = vec4(z_normalization(positionClipSpace));
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vs_screenSpaceDepth = positionScreenSpace.w;
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