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