Improve LOD scaling for anisotropic sculpted prim meshes

0.6.2-post-fixes
Dahlia Trimble 2009-01-04 18:36:13 +00:00
parent aa11fbfe34
commit f836e36c49
1 changed files with 2 additions and 1 deletions

View File

@ -91,7 +91,8 @@ namespace PrimMesher
normals = new List<Coord>(); normals = new List<Coord>();
uvs = new List<UVCoord>(); uvs = new List<UVCoord>();
float sourceScaleFactor = (float)lod / (float)Math.Max(sculptBitmap.Width, sculptBitmap.Height); //float sourceScaleFactor = (float)lod / (float)Math.Max(sculptBitmap.Width, sculptBitmap.Height);
float sourceScaleFactor = (float)(lod * lod) / (float)(sculptBitmap.Width * sculptBitmap.Height);
bool scaleSourceImage = sourceScaleFactor < 1.0f ? true : false; bool scaleSourceImage = sourceScaleFactor < 1.0f ? true : false;
Bitmap bitmap; Bitmap bitmap;