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Property name changes
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@@ -319,15 +319,15 @@ namespace {
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"Maximum node size",
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"the minimum node size."
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};
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constexpr openspace::properties::Property::PropertyInfo AlwaysBlinkInfo = {
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"alwaysBlinking",
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"Blinking regardless of camera position",
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"Always have nodes close to earth blinking regardless of position."
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constexpr openspace::properties::Property::PropertyInfo AlwaysPulseInfo = {
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"alwaysPulsate",
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"Pulsate regardless of camera position",
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"Always have nodes close to earth pulsate regardless of position."
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};
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constexpr openspace::properties::Property::PropertyInfo UseBlinkInfo = {
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"blinking",
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"Nodes close to Earth blinks",
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"Boolean for blinking."
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constexpr openspace::properties::Property::PropertyInfo UsePulseinfo = {
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"Pulse",
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"Nodes close to Earth pulsate",
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"Boolean for pulse."
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};
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/*constexpr openspace::properties::Property::PropertyInfo TestChangeInfo = {
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"testChange",
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@@ -443,8 +443,8 @@ RenderableStreamNodes::RenderableStreamNodes(const ghoul::Dictionary& dictionary
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, _pPerspectiveDistanceFactor(perspectiveDistanceFactorInfo, 6.f, 1.f, 20.f)
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, _pMaxNodeSize(MaxNodeSizeInfo, 30.f, 1.f, 200.f)
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, _pMinNodeSize(MinNodeSizeInfo, 1.f, 1.f, 10.f)
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, _pUseBlinking(UseBlinkInfo, true)
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, _pBlinkAlways(AlwaysBlinkInfo, false)
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, _pUsePulse(UsePulseinfo, true)
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, _pPulseAlways(AlwaysPulseInfo, false)
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//, _pTestChange(TestChangeInfo, 0.5f, 0.0f, 1.f)
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{
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@@ -1207,8 +1207,8 @@ void RenderableStreamNodes::setupProperties() {
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_pCameraPerspectiveGroup.addProperty(_pRadiusPerspective);
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_pCameraPerspectiveGroup.addProperty(_pMaxNodeSize);
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_pCameraPerspectiveGroup.addProperty(_pMinNodeSize);
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_pCameraPerspectiveGroup.addProperty(_pUseBlinking);
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_pCameraPerspectiveGroup.addProperty(_pBlinkAlways);
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_pCameraPerspectiveGroup.addProperty(_pUsePulse);
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_pCameraPerspectiveGroup.addProperty(_pPulseAlways);
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definePropertyCallbackFunctions();
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// Set default
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@@ -1369,8 +1369,8 @@ void RenderableStreamNodes::render(const RenderData& data, RendererTasks&) {
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//_shaderProgram->setUniform("testChange", _pTestChange);
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_shaderProgram->setUniform("maxNodeSize", _pMaxNodeSize);
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_shaderProgram->setUniform("minNodeSize", _pMinNodeSize);
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_shaderProgram->setUniform("UseBlinking", _pUseBlinking);
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_shaderProgram->setUniform("blinkingAlways", _pBlinkAlways);
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_shaderProgram->setUniform("usePulse", _pUsePulse);
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_shaderProgram->setUniform("pulsatingAlways", _pPulseAlways);
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//////// test for camera perspective:
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/*
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glm::dmat4 modelMatrix =
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