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Far out stays steady: the grid's lines worked out from small numbers (its square's middle a whole number of kilometres from the world's, found in doubles; where on it from there), so far from the origin they no longer turn grainy and shake; the sun's shadow maps snap to their texels in doubles; packaging reads the version from project.json
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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8 changed files with 67 additions and 55 deletions
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@ -101,11 +101,12 @@ public:
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// A sprite stretched from `from` to `to`, `width` across (`widthTo` at `to`: < 0, the same),
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// each end turned to face the eye as much as it can (rain; lines drawn in pieces meet exactly).
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void drawStreak(const glm::vec3& from, const glm::vec3& to, float width, const glm::vec4& color, TextureId texture, bool additive = false, float widthTo = -1.0f);
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// A grid of lines on the plane through `centre` along u and v (unit), drawn for each pixel:
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// A grid of lines on the plane through the origin along u and v (unit), drawn for each pixel:
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// every 10^n metres (`metre`: units in one), each set showing by how far apart its lines are
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// on the screen, the axes coloured; look: the lines' shade (0 dark, 1 light), how faint, how
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// strong; fading out `reach` from the centre.
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void drawGrid(const glm::vec3& centre, const glm::vec3& u, const glm::vec3& v, float metre, const glm::vec3& look, float reach);
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// on the screen, the axes coloured; dark lines (on the sunny ground) or light ones (in the
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// grey room); fading out `reach` from `under` (the point under the eye, as a double: far out,
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// a float's too coarse for lines a pixel wide).
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void drawGrid(const glm::dvec3& under, const glm::vec3& u, const glm::vec3& v, float metre, bool dark, float reach);
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// skin: one matrix per joint (anim::skinMatrices) for skinned models; ignored otherwise.
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// lighting: probe light for moving things (nullptr = lightmap or simple sun shading).
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void drawModel(ModelId model, const glm::mat4& transform, const glm::vec4& tint = glm::vec4(1.0f),
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