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Use texture tile padding
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@@ -83,7 +83,7 @@ vec2 compensateSourceTextureSampling(vec2 startOffset, vec2 sizeDiff, const Tile
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vec2 TileUVToTextureSamplePosition(const Tile tile, vec2 tileUV){
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vec2 uv = tile.uvTransform.uvOffset + tile.uvTransform.uvScale * tileUV;
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uv = compensateSourceTextureSampling(vec2(0), vec2(0), tile, uv);
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uv = compensateSourceTextureSampling(vec2(-2), vec2(4), tile, uv);
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return uv;
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}
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@@ -83,8 +83,8 @@ namespace openspace {
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// Tile Dataset //
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//////////////////////////////////////////////////////////////////////////////////
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const glm::ivec2 TileDataset::tilePixelStartOffset = glm::ivec2(0);
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const glm::ivec2 TileDataset::tilePixelSizeDifference = glm::ivec2(0);
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const glm::ivec2 TileDataset::tilePixelStartOffset = glm::ivec2(-2);
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const glm::ivec2 TileDataset::tilePixelSizeDifference = glm::ivec2(4);
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const PixelRegion TileDataset::padding = PixelRegion(tilePixelStartOffset, tilePixelSizeDifference);
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