Loading openglcanvas.cpp +0 −1 Original line number Diff line number Diff line Loading @@ -505,7 +505,6 @@ void OpenGLCanvas::vertex_transformation(float *positions, int m, int n, float c positions[3*(j+i*n)+2] = z; } // perspective if (visualization=="Zorin-Barr"){ // perspective u = x/(-z); Loading shaders/vertex_shader.vert +2 −2 Original line number Diff line number Diff line Loading @@ -71,8 +71,8 @@ void main(void){ else if (vis_mode==3.0) // Equi-Rectangular gl_Position = vec4(lambda,phi,z,1.0); else if (vis_mode==4.0) { // Stereographic u = 2.f*x/(-z+1); v = 2.f*y/(-z+1); u = 2.0*x/(-z+1.0); v = 2.0*y/(-z+1.0); gl_Position = vec4(u/extent,v/extent,z,1.0); } else if (vis_mode==5.0) { // Mercator Loading Loading
openglcanvas.cpp +0 −1 Original line number Diff line number Diff line Loading @@ -505,7 +505,6 @@ void OpenGLCanvas::vertex_transformation(float *positions, int m, int n, float c positions[3*(j+i*n)+2] = z; } // perspective if (visualization=="Zorin-Barr"){ // perspective u = x/(-z); Loading
shaders/vertex_shader.vert +2 −2 Original line number Diff line number Diff line Loading @@ -71,8 +71,8 @@ void main(void){ else if (vis_mode==3.0) // Equi-Rectangular gl_Position = vec4(lambda,phi,z,1.0); else if (vis_mode==4.0) { // Stereographic u = 2.f*x/(-z+1); v = 2.f*y/(-z+1); u = 2.0*x/(-z+1.0); v = 2.0*y/(-z+1.0); gl_Position = vec4(u/extent,v/extent,z,1.0); } else if (vis_mode==5.0) { // Mercator Loading