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Added AABB class, doing frustum culling based screen space AABB based on chunks 8 extreme points (min/max height per corner)
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@@ -110,7 +110,7 @@ namespace openspace {
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{
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Scalar minimumRadius = _ellipsoid.minimumRadius();
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Vec3 cameraPosition = data.camera.position().dvec3();
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Vec3 cameraPositionOnSurface = _ellipsoid.scaleToGeodeticSurface(cameraPosition);
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Vec3 cameraPositionOnSurface = _ellipsoid.geodeticSurfaceProjection(cameraPosition);
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Scalar h = glm::length(cameraPosition - cameraPositionOnSurface);
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Scalar cosAngleToHorizon = minimumRadius / (minimumRadius + h);
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Scalar angleToHorizon = glm::acos(cosAngleToHorizon);
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