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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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@@ -243,10 +243,10 @@ namespace openspace {
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Geodetic2 ne = chunk.surfacePatch().northEastCorner();
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// Get model space positions of the four control points
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Vec3 patchSwModelSpace = ellipsoid.geodetic2ToCartesian(sw);
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Vec3 patchSeModelSpace = ellipsoid.geodetic2ToCartesian(se);
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Vec3 patchNwModelSpace = ellipsoid.geodetic2ToCartesian(nw);
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Vec3 patchNeModelSpace = ellipsoid.geodetic2ToCartesian(ne);
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Vec3 patchSwModelSpace = ellipsoid.cartesianSurfacePosition(sw);
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Vec3 patchSeModelSpace = ellipsoid.cartesianSurfacePosition(se);
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Vec3 patchNwModelSpace = ellipsoid.cartesianSurfacePosition(nw);
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Vec3 patchNeModelSpace = ellipsoid.cartesianSurfacePosition(ne);
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// Transform all control points to camera space
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Vec3 patchSwCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchSwModelSpace, 1));
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@@ -530,10 +530,10 @@ namespace openspace {
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ivec2 contraction = ivec2(intSnapCoord.y % 2, intSnapCoord.x % 2);
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// Get global positions of the four control points
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Vec3 patchSw = ellipsoid.geodetic2ToCartesian(newPatch.southWestCorner());
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Vec3 patchSe = ellipsoid.geodetic2ToCartesian(newPatch.southEastCorner());
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Vec3 patchNw = ellipsoid.geodetic2ToCartesian(newPatch.northWestCorner());
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Vec3 patchNe = ellipsoid.geodetic2ToCartesian(newPatch.northEastCorner());
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Vec3 patchSw = ellipsoid.cartesianSurfacePosition(newPatch.southWestCorner());
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Vec3 patchSe = ellipsoid.cartesianSurfacePosition(newPatch.southEastCorner());
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Vec3 patchNw = ellipsoid.cartesianSurfacePosition(newPatch.northWestCorner());
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Vec3 patchNe = ellipsoid.cartesianSurfacePosition(newPatch.northEastCorner());
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// Transform all control points to camera space
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patchSw = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchSw, 1));
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