Integrated code from Jamie
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@ -156,7 +156,8 @@ void RefractiveIndexRenderer::draw(){
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ofTranslate(tx, ty, tz);
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ofRotateX(rx); ofRotateY(ry); ofRotateZ(rz);
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ofRotateX(rx+1.5*cos(ofGetElapsedTimef())); ofRotateY(ry+1.5*sin(ofGetElapsedTimef())); ofRotateZ(rz);
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//ofRotateX(rx); ofRotateY(ry); ofRotateZ(rz);
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glScalef(1.5, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -290,11 +291,17 @@ void RefractiveIndexRenderer::setup_vbo(int img_width, int img_height){
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void RefractiveIndexRenderer::setup_shader(){
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// TODO: INTEGRATE JAMIE CODE
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/*
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_shader.setGeometryOutputCount(3);
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_shader.load("rfi.vert", "rfi.frag", "rfi.geom");
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_shader.setGeometryInputType(GL_TRIANGLES);
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_shader.setGeometryOutputType(GL_TRIANGLES);
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*/
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_shader.setGeometryOutputCount(3);
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_shader.load("dviid/rfi.vert.glsl", "dviid/rfi.frag.glsl", "dviid/rfi.geom.glsl");
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_shader.setGeometryInputType(GL_TRIANGLES);
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_shader.setGeometryOutputType(GL_TRIANGLES);
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printf("Maximum number of output vertices support is: %i\n", _shader.getGeometryMaxOutputCount());
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}
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