CR comments

This commit is contained in:
Bradley Austin Davis 2015-09-21 14:16:56 -07:00
parent e12e4ece34
commit 0c0af812c2
3 changed files with 12 additions and 7 deletions

View file

@ -18,6 +18,10 @@
QString const Sphere3DOverlay::TYPE = "sphere";
// Sphere overlays should fit inside a cube of the specified dimensions, hence it needs to be a half unit sphere.
// However, the geometry cache renders a UNIT sphere, so we need to scale down.
static const float SPHERE_OVERLAY_SCALE = 0.5f;
Sphere3DOverlay::Sphere3DOverlay(const Sphere3DOverlay* Sphere3DOverlay) :
Volume3DOverlay(Sphere3DOverlay)
{
@ -40,7 +44,7 @@ void Sphere3DOverlay::render(RenderArgs* args) {
batch->setModelTransform(Transform());
Transform transform = _transform;
transform.postScale(getDimensions() * 0.5f);
transform.postScale(getDimensions() * SPHERE_OVERLAY_SCALE);
if (_isSolid) {
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(*batch, transform, sphereColor);
} else {

View file

@ -24,6 +24,11 @@
#include "../render-utils/simple_vert.h"
#include "../render-utils/simple_frag.h"
// Sphere entities should fit inside a cube entity of the same size, so a sphere that has dimensions 1x1x1
// is a half unit sphere. However, the geometry cache renders a UNIT sphere, so we need to scale down.
static const float SPHERE_ENTITY_SCALE = 0.5f;
EntityItemPointer RenderableSphereEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
return std::make_shared<RenderableSphereEntityItem>(entityID, properties);
}
@ -54,10 +59,10 @@ void RenderableSphereEntityItem::render(RenderArgs* args) {
gpu::Batch& batch = *args->_batch;
glm::vec4 sphereColor(toGlm(getXColor()), getLocalRenderAlpha());
Transform modelTransform = getTransformToCenter();
modelTransform.postScale(0.5f);
modelTransform.postScale(SPHERE_ENTITY_SCALE);
if (_procedural->ready()) {
batch.setModelTransform(modelTransform); // use a transform with scale, rotation, registration point and translation
_procedural->prepare(batch, getDimensions() / 2.0f);
_procedural->prepare(batch, getDimensions());
auto color = _procedural->getColor(sphereColor);
batch._glColor4f(color.r, color.g, color.b, color.a);
DependencyManager::get<GeometryCache>()->renderSphere(batch);

View file

@ -197,10 +197,6 @@ bool Environment::findCapsulePenetration(const glm::vec3& start, const glm::vec3
}
void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& viewFrustum, const EnvironmentData& data) {
// FIXME atmosphere rendering is broken in some way,
// should probably be replaced by a procedual skybox and put on the marketplace
//return;
glm::vec3 center = data.getAtmosphereCenter();
// transform the model transform to the center of our atmosphere