From 3a3efd28086e9dbdc63cd70f91b3790b85205fcb Mon Sep 17 00:00:00 2001 From: buncccc Date: Mon, 14 Apr 2025 16:11:49 +1200 Subject: [PATCH] try to flip [2,2]; discard edges not just paint em orange --- Assets/Website/index.html | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Assets/Website/index.html b/Assets/Website/index.html index 7b09a17..8c9db63 100644 --- a/Assets/Website/index.html +++ b/Assets/Website/index.html @@ -86,15 +86,15 @@ vec4 pos = vec4( ( position.x / width - 0.5 )*boxSize, ( position.y / height - 0.5 )*boxSize, - z*boxSize*0.5, + (-1.0)*z*boxSize*0.5, // we applied a (-1.0) multiplier to try to flip element [2,2] 1.0); - vec4 pos2 = pos; - //vec4 pos2 = c2wm * pos; + //vec4 pos2 = pos; + vec4 pos2 = c2wm * pos; //vec4 pos2 = inverse(c2wm) * pos; // float(cameraIndex) gl_PointSize = pointSize; gl_Position = projectionMatrix * modelViewMatrix * pos2; - if (depth <.01) { // move this point out of the view box if the depth is nearly zero + if (depth <.01 || (paintfordiscard != 0.0)) { // move this point out of the view box if the depth is nearly zero gl_Position = vec4(-1., -1., -1., -1.); } }