remove all mentions of degenerate things

This commit is contained in:
Konstantin Käfer
2014-02-13 16:37:16 +01:00
parent 51f526dd6a
commit 1cab7f07bd
3 changed files with 1 additions and 7 deletions

View File

@@ -51,11 +51,9 @@ void FillBucket::addGeometry(pbf& geom) {
void FillBucket::addGeometry(const std::vector<Coordinate>& line) {
uint32_t vertex_start = vertexBuffer->index();
// vertexBuffer->addDegenerate();
for (const Coordinate& coord : line) {
vertexBuffer->add(coord.x, coord.y);
}
size_t vertex_end = vertexBuffer->index();
size_t vertex_count = vertex_end - vertex_start;

View File

@@ -5,10 +5,6 @@ uniform vec2 u_world;
varying vec2 v_pos;
void main() {
// If the x coordinate is the maximum integer, we move the z coordinates out
// of the view plane so that the triangle gets clipped. This makes it easier
// for us to create degenerate triangle strips.
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = (gl_Position.xy + 1.0) / 2.0 * u_world;
}

View File

@@ -13,7 +13,7 @@ const shader_source llmr::shaders[SHADER_COUNT] = {
"uniform vec4 u_color;\nuniform vec2 u_linewidth;\n\nvarying vec2 v_pos;\n\nvoid main() {\n float dist = length(v_pos - gl_FragCoord.xy);\n\n // Calculate the antialiasing fade factor. This is either when fading in\n // the line in case of an offset line (v_linewidth.t) or when fading out\n // (v_linewidth.s)\n float alpha = clamp(min(dist - (u_linewidth.t - 1.0), u_linewidth.s - dist), 0.0, 1.0);\n gl_FragColor = u_color * alpha;\n}\n",
},
{
"attribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_world;\n\nvarying vec2 v_pos;\n\nvoid main() {\n // If the x coordinate is the maximum integer, we move the z coordinates out\n // of the view plane so that the triangle gets clipped. This makes it easier\n // for us to create degenerate triangle strips.\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n\n v_pos = (gl_Position.xy + 1.0) / 2.0 * u_world;\n}\n",
"attribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_world;\n\nvarying vec2 v_pos;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n v_pos = (gl_Position.xy + 1.0) / 2.0 * u_world;\n}\n",
"uniform vec4 u_color;\n\nvarying vec2 v_pos;\n\nvoid main() {\n float dist = length(v_pos - gl_FragCoord.xy);\n float alpha = smoothstep(1.0, 0.0, dist);\n gl_FragColor = u_color * alpha;\n}\n",
},
{