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Offset sample coordinate by 0.5 when estimating height values (#2769)
* Offset sample coordinate by 0.5 when estimating height values
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@@ -1436,7 +1436,6 @@ void RenderableGlobe::renderChunkLocally(const Chunk& chunk, const RenderData& d
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const glm::dmat4 viewTransform = data.camera.combinedViewMatrix();
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const glm::dmat4 modelViewTransform = viewTransform * _cachedModelTransform;
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std::array<glm::dvec3, 4> cornersCameraSpace;
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std::array<glm::dvec3, 4> cornersModelSpace;
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for (int i = 0; i < 4; ++i) {
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@@ -1992,7 +1991,12 @@ float RenderableGlobe::getHeight(const glm::dvec3& position) const {
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const glm::uvec3 dimensions = tileTexture->dimensions();
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const glm::vec2 samplePos = transformedUv * glm::vec2(dimensions);
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glm::vec2 samplePos = transformedUv * glm::vec2(dimensions);
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// @TODO (emmbr, 2023-06-14) This 0.5f offset was added as a bandaid for issue
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// #2696. It seems to improve the behavior, but I am not certain of why. And the
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// underlying problem is still there and should at some point be looked at again
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samplePos -= glm::vec2(0.5f);
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glm::uvec2 samplePos00 = samplePos;
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samplePos00 = glm::clamp(
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samplePos00,
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