Skip to content
GitLab
Menu
Projects
Groups
Snippets
Loading...
Help
Help
Support
Community forum
Keyboard shortcuts
?
Submit feedback
Sign in
Toggle navigation
Menu
Open sidebar
Luis Penaranda
panoramic
Commits
c45aff1a
Commit
c45aff1a
authored
Sep 06, 2013
by
Luis Penaranda
Browse files
change constant values so as to run on intel gpu
parent
09c102a7
Changes
2
Hide whitespace changes
Inline
Side-by-side
openglcanvas.cpp
View file @
c45aff1a
...
...
@@ -778,9 +778,9 @@ void OpenGLCanvas::paintGL(){
else
if
(
visualization
==
"3D Sphere"
)
vis_mode
=
2.
f
;
else
if
(
visualization
==
"Equi-Rectangular"
)
vis_mode
=
3.
f
;
else
if
(
visualization
==
"Stereographic"
)
vis_mode
=
4.
f
;
else
if
(
visualization
==
"Orthographic"
)
vis_mode
=
4.5
f
;
else
if
(
visualization
==
"Mercator"
)
vis_mode
=
5.
f
;
else
if
(
visualization
==
"Zorin-Barr"
)
vis_mode
=
6.
f
;
else
if
(
visualization
==
"Orthographic"
)
vis_mode
=
7.
f
;
glMatrixMode
(
GL_PROJECTION
);
glLoadIdentity
();
glOrtho
(
0.0
,
2.0
/
extent
,
0.0
,
2.0
/
scale
,
0.0
,
-
2.0
/
vis_mode
);
...
...
shaders/vertex_shader.vert
View file @
c45aff1a
...
...
@@ -61,7 +61,7 @@ void main(void){
phi
=
asin
(
y
)
/
1
.
5708
;
// Visualize using specified visualization (remove for timings in the paper! Use only "Perspective" in the paper!)
if
(
vis_mode
==
1
.
0
)
{
// Moebius
if
(
vis_mode
==
1
.
0
)
{
// Moebius
or Perspective
u
=
x
/
(
-
z
);
v
=
y
/
(
-
z
);
gl_Position
=
vec4
(
u
/
extent
,
v
/
extent
,
z
,
1
.
0
);
...
...
@@ -75,6 +75,11 @@ void main(void){
v
=
2
.
0
*
y
/
(
-
z
+
1
.
0
);
gl_Position
=
vec4
(
u
/
extent
,
v
/
extent
,
z
,
1
.
0
);
}
else
if
(
vis_mode
==
4
.
5
){
// Orthographic
u
=
x
;
v
=
y
;
gl_Position
=
vec4
(
u
/
extent
,
v
/
extent
,
z
,
1
.
0
);
}
else
if
(
vis_mode
==
5
.
0
)
{
// Mercator
u
=
lambda
;
v
=
log
((
1
.
0
/
cos
(
phi
))
+
tan
(
phi
));
...
...
@@ -92,12 +97,5 @@ void main(void){
v
=
zbrho
*
sin
(
zbalpha
);
gl_Position
=
vec4
(
u
/
extent
,
v
/
extent
,
z
,
1
.
0
);
}
else
if
(
vis_mode
==
7
.
0
){
// Orthographic
u
=
x
;
v
=
y
;
gl_Position
=
vec4
(
u
/
extent
,
v
/
extent
,
z
,
1
.
0
);
}
// gl_Position = vec4(u/2.0,v/2.0,z,1.0);
}
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
.
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment