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Coding style adaptations
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@@ -44,7 +44,7 @@
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namespace {
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constexpr const char* ProgramName = "Timevarying Sphere";
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constexpr const std::array<const char*, 5> UniformNames = {
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"opacity", "modelViewProjection", "modelViewRotation", "colorTexture",
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"mirrorTexture"
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@@ -308,7 +308,7 @@ void RenderableTimeVaryingSphere::render(const RenderData& data, RendererTasks&)
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const float startLogFadeDistance = glm::log(_size * _fadeOutThreshold);
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const float stopLogFadeDistance = startLogFadeDistance + 1.f;
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if (logDistCamera > startLogFadeDistance &&
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if (logDistCamera > startLogFadeDistance &&
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logDistCamera < stopLogFadeDistance)
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{
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const float fadeFactor = glm::clamp(
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@@ -404,7 +404,7 @@ void RenderableTimeVaryingSphere::extractMandatoryInfoFromSourceFolder() {
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}
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std::sort(
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_files.begin(), _files.end(),
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_files.begin(), _files.end(),
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[](const FileData& a, const FileData& b) {
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return a.time < b.time;
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}
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@@ -436,7 +436,7 @@ void RenderableTimeVaryingSphere::update(const UpdateData& data) {
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// true => We stepped forward to a time represented by another state
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(nextIdx < _files.size() && currentTime >= _files[nextIdx].time))
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{
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updateActiveTriggerTimeIndex(currentTime);
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updateActiveTriggerTimeIndex(currentTime);
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_sphereIsDirty = true;
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} // else {we're still in same state as previous frame (no changes needed)}
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}
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@@ -500,7 +500,7 @@ void RenderableTimeVaryingSphere::computeSequenceEndTime() {
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}
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void RenderableTimeVaryingSphere::loadTexture() {
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if (_activeTriggerTimeIndex != -1) {
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if (_activeTriggerTimeIndex != -1) {
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_texture = _files[_activeTriggerTimeIndex].texture.get();
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}
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}
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