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@@ -196,7 +196,7 @@ varying float vRadius;
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varying float vPointSize;
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-float round(float number){
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+float Round(float number){
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return floor(number + 0.5);
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}
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@@ -289,15 +289,15 @@ float getLOD(){//////we use this
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vec3 index3d = (position-offset) / nodeSizeAtLevel;
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index3d = floor(index3d + 0.5);
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- int index = int(round(4.0 * index3d.x + 2.0 * index3d.y + index3d.z));
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+ int index = int(Round(4.0 * index3d.x + 2.0 * index3d.y + index3d.z));
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vec4 value = texture2D(visibleNodes, vec2(float(iOffset) / 2048.0, 0.0));
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- int mask = int(round(value.r * 255.0));
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+ int mask = int(Round(value.r * 255.0));
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if(isBitSet(mask, index)){
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// there are more visible child nodes at this position
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- int advanceG = int(round(value.g * 255.0)) * 256;
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- int advanceB = int(round(value.b * 255.0));
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+ int advanceG = int(Round(value.g * 255.0)) * 256;
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+ int advanceB = int(Round(value.b * 255.0));
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int advanceChild = numberOfOnes(mask, index - 1);
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int advance = advanceG + advanceB + advanceChild;
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@@ -329,10 +329,10 @@ float getSpacing(){
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vec3 index3d = (position-offset) / nodeSizeAtLevel;
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index3d = floor(index3d + 0.5);
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- int index = int(round(4.0 * index3d.x + 2.0 * index3d.y + index3d.z));
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+ int index = int(Round(4.0 * index3d.x + 2.0 * index3d.y + index3d.z));
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vec4 value = texture2D(visibleNodes, vec2(float(iOffset) / 2048.0, 0.0));
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- int mask = int(round(value.r * 255.0));
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+ int mask = int(Round(value.r * 255.0));
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float spacingFactor = value.a;
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if(i > 0.0){
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@@ -342,8 +342,8 @@ float getSpacing(){
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if(isBitSet(mask, index)){
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// there are more visible child nodes at this position
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- int advanceG = int(round(value.g * 255.0)) * 256;
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- int advanceB = int(round(value.b * 255.0));
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+ int advanceG = int(Round(value.g * 255.0)) * 256;
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+ int advanceB = int(Round(value.b * 255.0));
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int advanceChild = numberOfOnes(mask, index - 1);
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int advance = advanceG + advanceB + advanceChild;
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@@ -839,7 +839,7 @@ bool insideBox(mat4 clipBox, vec4 worldPos){//add
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float yMin = prismInfo[1][2];
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float yMax = prismInfo[2][0];
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- int pointCount = int(round(prismInfo[2][1]));
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+ int pointCount = int(Round(prismInfo[2][1]));
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if( worldPos.x < xMin || worldPos.x > xMax || worldPos.y < yMin || worldPos.y > yMax)return 0;
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#ifndef showBaseHeight
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@@ -1032,7 +1032,7 @@ void doClipping(vec4 world){
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}
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- pointIndexStart += int(round(prismList[i][2][1]));
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+ pointIndexStart += int(Round(prismList[i][2][1]));
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}
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#ifdef color_type_heightCpt
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