Refactor engine to support double-precision vectors
This commit is contained in:
@@ -17,7 +17,7 @@
|
||||
// Must match structure defined in Terrain.shader
|
||||
struct TerrainVertex
|
||||
{
|
||||
Vector2 TexCoord;
|
||||
Float2 TexCoord;
|
||||
Color32 Morph;
|
||||
};
|
||||
|
||||
@@ -116,7 +116,7 @@ bool TerrainManager::GetChunkGeometry(DrawCall& drawCall, int32 chunkSize, int32
|
||||
vertex->TexCoord.Y = z * vertexTexelSnapTexCoord;
|
||||
|
||||
// Smooth LODs morphing based on Barycentric coordinates to morph to the lower LOD near chunk edges
|
||||
Vector4 coord(vertex->TexCoord.Y, vertex->TexCoord.X, 1.0f - vertex->TexCoord.X, 1.0f - vertex->TexCoord.Y);
|
||||
Float4 coord(vertex->TexCoord.Y, vertex->TexCoord.X, 1.0f - vertex->TexCoord.X, 1.0f - vertex->TexCoord.Y);
|
||||
|
||||
// Apply some contrast
|
||||
const float AdjustPower = 0.3f;
|
||||
|
||||
Reference in New Issue
Block a user