made name more descriptive
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Gitea Actions Demo / Scan the project (push) Successful in 18s
All checks were successful
Gitea Actions Demo / Scan the project (push) Successful in 18s
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@ -85,7 +85,7 @@ namespace Engine_silk.NET
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Vector2D<float> percent = new Vector2D<float>(x, y) / (_resolution - 1);
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Vector2D<float> percent = new Vector2D<float>(x, y) / (_resolution - 1);
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// place vertex on correct position of the plane to easily calculate indices
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// place vertex on correct position of the plane to easily calculate indices
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Vector3D<float> vertexPosition = _localUp + (percent.X - 0.5f) * 2 * _localX + (percent.Y - 0.5f) * 2 * _localY;
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Vector3D<float> vertexPosition = _localUp + (percent.X - 0.5f) * 2 * _localX + (percent.Y - 0.5f) * 2 * _localY;
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vertices[i] = ConvertToPointOnSphere(vertexPosition);
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vertices[i] = PointOnCubeToPointOnSphere(vertexPosition);
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if (x != _resolution - 1 && y != _resolution - 1) // we didn't reach the bottom right point yet
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if (x != _resolution - 1 && y != _resolution - 1) // we didn't reach the bottom right point yet
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{
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{
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@ -110,7 +110,7 @@ namespace Engine_silk.NET
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// Smooth mapping so that the points are not clumped on the former corners of the cube
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// Smooth mapping so that the points are not clumped on the former corners of the cube
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// http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
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// http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
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private Vector3D<float> ConvertToPointOnSphere(Vector3D<float> point)
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private Vector3D<float> PointOnCubeToPointOnSphere(Vector3D<float> point)
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{
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{
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float x2 = point.X * point.X;
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float x2 = point.X * point.X;
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float y2 = point.Y * point.Y;
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float y2 = point.Y * point.Y;
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