Added AABB class, doing frustum culling based screen space AABB based on chunks 8 extreme points (min/max height per corner)

This commit is contained in:
Erik Broberg
2016-05-13 15:15:08 -04:00
parent 4c3604420e
commit ca968b8589
20 changed files with 376 additions and 72 deletions
@@ -110,7 +110,7 @@ namespace openspace {
{
Scalar minimumRadius = _ellipsoid.minimumRadius();
Vec3 cameraPosition = data.camera.position().dvec3();
Vec3 cameraPositionOnSurface = _ellipsoid.scaleToGeodeticSurface(cameraPosition);
Vec3 cameraPositionOnSurface = _ellipsoid.geodeticSurfaceProjection(cameraPosition);
Scalar h = glm::length(cameraPosition - cameraPositionOnSurface);
Scalar cosAngleToHorizon = minimumRadius / (minimumRadius + h);
Scalar angleToHorizon = glm::acos(cosAngleToHorizon);