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clean up comment
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1 changed files with 4 additions and 3 deletions
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@ -12,10 +12,11 @@ void main(void) {
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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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// 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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// we get a thinning effect.
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// corners to use.
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//
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// However, this may not matter when we actually switch to using cubes and points in concert.
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// The effect with the current approach is that some "projections" are smaller than they should be, and we get a
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// thinning effect. However, this may not matter when we actually switch to using cubes and points in concert.
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vec4 farCornerVertex = gl_Vertex;
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farCornerVertex[0] += voxelSizeIn;
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farCornerVertex[1] += voxelSizeIn;
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