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fix comment
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1 changed files with 3 additions and 7 deletions
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@ -12,16 +12,12 @@
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// Second dataset (? similar to how voxel avatars pass in bones??)
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// which is the voxel size
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//
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// Note: In vertex shader DON'T transform. Therefore passing the world coordinate xyz to geometric shader
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// In geometric shader calculate xyz for triangles the same way we currently do triangles outside of OpenGL
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// do transform on these triangles
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//
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// gl_Position = gl_ModelViewProjectionMatrix * cube_coord;
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//
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// Note: In vertex shader DON'T do projection transform. Therefore passing the 3D coordinates xyz to geometric shader
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//
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// Output: GL_TRIANGLE_STRIP
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//
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// Issues:
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// do we need to handle lighting of these colors??
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// how do we need to handle lighting of these colors??
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// how do we handle normals?
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// check for size=0 and don't output the primitive
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//
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