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Merge pull request #5940 from ericrius1/polyLineFix
Made polyline painting experience smoother- no more flickering
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commit
b4ca03ac3f
2 changed files with 65 additions and 65 deletions
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@ -86,8 +86,8 @@ void RenderablePolyLineEntityItem::updateGeometry() {
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int numTailStrips = 5;
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int numHeadStrips = 10;
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int startHeadIndex = _normals.size() - numHeadStrips;
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for (int i = 0; i < _normals.size(); i++) {
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int startHeadIndex = _vertices.size() / 2 - numHeadStrips;
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for (int i = 0; i < _vertices.size() / 2; i++) {
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uCoord = 0.26f;
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vCoord = 0.0f;
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//tail
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@ -124,7 +124,7 @@ void RenderablePolyLineEntityItem::updateGeometry() {
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void RenderablePolyLineEntityItem::render(RenderArgs* args) {
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QWriteLocker lock(&_quadReadWriteLock);
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if (_points.size() < 2 || _vertices.size() != _normals.size() * 2) {
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if (_points.size() < 2 || _normals.size () < 2 || _vertices.size() < 2) {
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return;
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}
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@ -139,7 +139,7 @@ bool PolyLineEntityItem::setNormals(const QVector<glm::vec3>& normals) {
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_vertices << v1 << v2;
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}
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//for last point we can just assume binormals are same since it represents last two vertices of quad
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point = _points.at(_points.size() - 1);
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point = _points.at(minVectorSize - 1);
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v1 = point + binormal;
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v2 = point - binormal;
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_vertices << v1 << v2;
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