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Add renderable fov to OSIRIS-REx polycam and increse precision in rendering of view frustum (fov)
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@@ -549,10 +549,21 @@ void RenderableFov::render(const RenderData& data) {
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_drawFOV = false;
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// setup the data to the shader
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_programObject->setUniform("ViewProjection", data.camera.viewProjectionMatrix());
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_programObject->setUniform("ModelTransform", glm::mat4(1));
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setPscUniforms(*_programObject.get(), data.camera, data.position);
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//_programObject->setUniform("ViewProjection", data.camera.viewProjectionMatrix());
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//_programObject->setUniform("ModelTransform", glm::translate(glm::mat4(1), glm::vec3(data.positionVec3)) );
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//setPscUniforms(*_programObject.get(), data.camera, data.position);
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// Model transform and view transform needs to be in double precision
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glm::dmat4 modelTransform =
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glm::translate(glm::dmat4(1.0), data.positionVec3) * // Translation
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glm::dmat4(data.rotation);
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glm::mat4 modelViewProjectionTransform =
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data.camera.projectionMatrix() *
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glm::mat4(data.camera.combinedViewMatrix() *
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modelTransform);
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_programObject->setUniform("modelViewProjectionTransform", modelViewProjectionTransform);
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if (openspace::ImageSequencer::ref().isReady()) {
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_drawFOV = ImageSequencer::ref().instrumentActive(_instrumentID);
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}
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