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fixing compilation on mac and a glsl error on mac
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parent
b2f6360020
commit
f551ea9f76
2 changed files with 3 additions and 3 deletions
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@ -130,7 +130,7 @@ void Scene::processPendingChangesQueue() {
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void Scene::resetItems(const ItemIDs& ids, Payloads& payloads) {
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void Scene::resetItems(const ItemIDs& ids, Payloads& payloads) {
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auto& resetPayload = payloads.begin();
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auto resetPayload = payloads.begin();
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for (auto resetID : ids) {
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for (auto resetID : ids) {
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// Access the true item
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// Access the true item
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auto& item = _items[resetID];
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auto& item = _items[resetID];
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@ -171,7 +171,7 @@ void Scene::removeItems(const ItemIDs& ids) {
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void Scene::updateItems(const ItemIDs& ids, UpdateFunctors& functors) {
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void Scene::updateItems(const ItemIDs& ids, UpdateFunctors& functors) {
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auto& updateFunctor = functors.begin();
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auto updateFunctor = functors.begin();
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for (auto updateID : ids) {
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for (auto updateID : ids) {
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// Access the true item
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// Access the true item
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auto& item = _items[updateID];
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auto& item = _items[updateID];
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@ -60,7 +60,7 @@ float getInvDepthDimension(int depth) { return INV_DEPTH_DIM[depth]; }
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float getCellWidth(int depth) { return _size * getInvDepthDimension(depth); }
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float getCellWidth(int depth) { return _size * getInvDepthDimension(depth); }
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float getInvCellWidth(int depth) { return getDepthDimensionf(depth) * _invSize; }
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float getInvCellWidth(int depth) { return getDepthDimensionf(depth) * _invSize; }
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vec3 evalPos(ivec3 coord, int depth = MAX_DEPTH) {
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vec3 evalPos(ivec3 coord, int depth) {
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return getOrigin() + vec3(coord) * getCellWidth(depth);
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return getOrigin() + vec3(coord) * getCellWidth(depth);
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}
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}
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vec3 evalPosDepthWidth(ivec3 coord, float cellWidth) {
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vec3 evalPosDepthWidth(ivec3 coord, float cellWidth) {
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