Use texture tile padding

This commit is contained in:
Erik Broberg
2016-07-05 13:35:14 -04:00
parent 7d09e61315
commit bc77baeb02
2 changed files with 3 additions and 3 deletions

View File

@@ -83,7 +83,7 @@ vec2 compensateSourceTextureSampling(vec2 startOffset, vec2 sizeDiff, const Tile
vec2 TileUVToTextureSamplePosition(const Tile tile, vec2 tileUV){
vec2 uv = tile.uvTransform.uvOffset + tile.uvTransform.uvScale * tileUV;
uv = compensateSourceTextureSampling(vec2(0), vec2(0), tile, uv);
uv = compensateSourceTextureSampling(vec2(-2), vec2(4), tile, uv);
return uv;
}

View File

@@ -83,8 +83,8 @@ namespace openspace {
// Tile Dataset //
//////////////////////////////////////////////////////////////////////////////////
const glm::ivec2 TileDataset::tilePixelStartOffset = glm::ivec2(0);
const glm::ivec2 TileDataset::tilePixelSizeDifference = glm::ivec2(0);
const glm::ivec2 TileDataset::tilePixelStartOffset = glm::ivec2(-2);
const glm::ivec2 TileDataset::tilePixelSizeDifference = glm::ivec2(4);
const PixelRegion TileDataset::padding = PixelRegion(tilePixelStartOffset, tilePixelSizeDifference);