From e62322b8054989160c57993a0beb3c17f35711b4 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Fri, 1 Nov 2013 15:28:54 -0700 Subject: [PATCH] clean up comment --- interface/resources/shaders/point_size.vert | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/interface/resources/shaders/point_size.vert b/interface/resources/shaders/point_size.vert index a4a89d094b..ae4ef3e2cf 100644 --- a/interface/resources/shaders/point_size.vert +++ b/interface/resources/shaders/point_size.vert @@ -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;