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The view: near and far go by the distance (no more vanishing far out or cutting close up), a coarser grid out to the horizon; outline and lines over the model agree while a touch turns the view (worked out once, just before drawing); outlines from a cached edge list, points tried for sight only when drawn
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -22,6 +22,7 @@ struct Camera {
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float roll = 0.0f; // degrees, positive tilts right
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float fovY = 74.0f; // degrees
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glm::vec2 shift{0.0f}; // where the picture's middle sits on the screen (-1..1 across, down): a view beside panels
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float zNear = 2.0f, zFar = 16384.0f; // what's nearer or further isn't drawn (units)
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};
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// Baked light for a moving model (from the map's probes): ambient cube + sun visibility.
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