G3D Innovation Engine http://casual-effects.com/g3d Copyright 2000-2019, Morgan McGuire All rights reserved Available under the BSD License.
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G3D Innovation Engine http://casual-effects.com/g3d Copyright 2000-2019, Morgan McGuire All rights reserved Available under the BSD License.
◆ ANIMATION [1/4]
◆ ANIMATION [2/4]
◆ ANIMATION [3/4]
◆ ANIMATION [4/4]
◆ PROJ [1/4]
Value:{\
vec4 temp = M * vec4(offset * voxelRadius + osPosition, 1.0); \
temp.xy /=
max(temp.w, 0.001); \
mean += temp.xy; \
lo =
min(temp.xy, lo); hi =
max(temp.xy, hi); \
}
T max(const T &x, const T &y)
Definition: g3dmath.h:278
T min(const T &x, const T &y)
Definition: g3dmath.h:260
◆ PROJ [2/4]
Value:{\
vec4 temp = M * vec4(offset * voxelRadius + osPosition, 1.0); \
temp.xy /=
max(temp.w, 0.001); \
mean += temp.xy; \
lo =
min(temp.xy, lo); hi =
max(temp.xy, hi); \
}
T max(const T &x, const T &y)
Definition: g3dmath.h:278
T min(const T &x, const T &y)
Definition: g3dmath.h:260
◆ PROJ [3/4]
Value:{\
vec4 temp = M * vec4(offset * voxelRadius + osPosition, 1.0); \
temp.xy /=
max(temp.w, 0.001); \
mean += temp.xy; \
lo =
min(temp.xy, lo); hi =
max(temp.xy, hi); \
}
T max(const T &x, const T &y)
Definition: g3dmath.h:278
T min(const T &x, const T &y)
Definition: g3dmath.h:260
◆ PROJ [4/4]
Value:{\
vec4 temp = M * vec4(offset * voxelRadius + osPosition, 1.0); \
temp.xy /=
max(temp.w, 0.001); \
mean += temp.xy; \
lo =
min(temp.xy, lo); hi =
max(temp.xy, hi); \
}
T max(const T &x, const T &y)
Definition: g3dmath.h:278
T min(const T &x, const T &y)
Definition: g3dmath.h:260