clean up comment

This commit is contained in:
ZappoMan 2013-11-01 15:28:54 -07:00
parent 61b6d6a4a4
commit e62322b805

View file

@ -12,10 +12,11 @@ void main(void) {
// I'm currently using the distance between the near bottom left corner and the far top right corner. That's not
// ideal for all possible angles of viewing of the voxel. I really should be using a lookup table to determine which
// corners to be using. The effect with this approach is that some "projections" are smaller than they should be, and
// we get a thinning effect.
// corners to use.
//
// However, this may not matter when we actually switch to using cubes and points in concert.
// The effect with the current approach is that some "projections" are smaller than they should be, and we get a
// thinning effect. However, this may not matter when we actually switch to using cubes and points in concert.
vec4 farCornerVertex = gl_Vertex;
farCornerVertex[0] += voxelSizeIn;
farCornerVertex[1] += voxelSizeIn;