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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-21 03:27:01 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-21 03:27:01 +0000 |
commit | fb3e42e2d13138865d5eb40a0f65ef14e67f995b (patch) | |
tree | 58ba5e750d33411ffb0a231eb219e80e769bf8a9 /gfx/gl | |
parent | Use symbol GL_MAX_GEOMETRY_OUTPUT_VERTICES to lookup the implementation limit... (diff) | |
download | ilt-fb3e42e2d13138865d5eb40a0f65ef14e67f995b.tar.bz2 ilt-fb3e42e2d13138865d5eb40a0f65ef14e67f995b.tar.xz ilt-fb3e42e2d13138865d5eb40a0f65ef14e67f995b.zip |
Dynamic number of segments into curve render
Simpler formula than the old one, neither scientific, needs to tests to demonstrate a
decent result for whatever formula we use.
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/shaders/networkCurve.gs | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/gfx/gl/shaders/networkCurve.gs b/gfx/gl/shaders/networkCurve.gs index 326e8b6..619625f 100644 --- a/gfx/gl/shaders/networkCurve.gs +++ b/gfx/gl/shaders/networkCurve.gs @@ -24,7 +24,8 @@ getRot(float angle) void main() { - float segs = floor(GL_MAX_GEOMETRY_OUTPUT_VERTICES / (profile.length() * 2)); + float segs = clamp( + round(reps[0] * radius[0] / 1000), 4, floor(GL_MAX_GEOMETRY_OUTPUT_VERTICES / (profile.length() * 2))); vec3 arcstep = vec3((bangle[0] - aangle[0]), // angle reps[0], // texture (bpos[0].z - apos[0].z)) // height |