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More coding style conformance
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@@ -364,9 +364,15 @@ void ABufferRenderer::preRaycast(const RaycasterTask& raycasterTask) {
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glm::vec3 localCameraPosition;
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bool cameraIsInside = raycaster.cameraIsInside(renderData, localCameraPosition);
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int uniformIndex = raycastData.id + 1; // uniforms are indexed from 1 (not from 0)
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_resolveProgram->setUniform("insideRaycaster" + std::to_string(uniformIndex), cameraIsInside);
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_resolveProgram->setUniform(
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"insideRaycaster" + std::to_string(uniformIndex),
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cameraIsInside
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);
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if (cameraIsInside) {
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_resolveProgram->setUniform("cameraPosInRaycaster" + std::to_string(uniformIndex), localCameraPosition);
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_resolveProgram->setUniform(
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"cameraPosInRaycaster" + std::to_string(uniformIndex),
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localCameraPosition
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);
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}
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}
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@@ -550,7 +556,9 @@ void ABufferRenderer::updateRaycastData() {
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OsEng.renderEngine().raycasterManager().raycasters();
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std::map<std::string, int> namespaceIndices;
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int nextId = 0; // raycaster ids are positive integers starting at 0. (for raycasters, fragment type is id+1)
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// raycaster ids are positive integers starting at 0. (for raycasters,
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// fragment type is id+1)
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int nextId = 0;
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int nextNamespaceIndex = 0;
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for (auto &raycaster : raycasters) {
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