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added comment about fixing point selection
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@ -11,7 +11,7 @@ void main(void) {
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vec4 corner = gl_ModelViewProjectionMatrix * gl_Vertex;
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vec4 corner = gl_ModelViewProjectionMatrix * gl_Vertex;
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// I'm currently using the distance between the near bottom left corner and the far top right corner. That's not
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// I'm currently using the distance between the near bottom left corner and the far top right corner. That's not
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// idea for all possible angles of viewing of the voxel. I really should be using a lookup table to determine which
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// ideal for all possible angles of viewing of the voxel. I really should be using a lookup table to determine which
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// corners to be using. The effect with this approach is that some "projections" are smaller than they should be, and
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// corners to be using. The effect with this approach is that some "projections" are smaller than they should be, and
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// we get a thinning effect.
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// we get a thinning effect.
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//
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//
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