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// Instead of grouping per tile like in the offset case, we group per texel: the same reasoning leads to a single texel at current mip level having a span of `dirU * 2^(currentMappedRegionTileRange.baseMipLevel)/ fullResImageExtents.x`
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// in the U direction. Therefore the span in worldspace of the OBB we construct is just this number multiplied by the number of gpu texels spanned to draw.
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// The number of texels is just `GeoreferencedImageTileSize` times the number of full tiles (all but the last) + the number of texels of the last tile, which might not be a full tile if near the right boundary
// in the U direction. Therefore the span in worldspace of the OBB we construct is just this number multiplied by the number of image texels spanned to draw.
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// The number of texels is just `GeoreferencedImageTileSize * 2^{mipLevel}` times the number of full tiles (all but the last) + the number of texels of the last tile, which might not be a full tile if near the right boundary
// GPU tile corresponding to the real image tile containing the viewport top left - we can let it be negative since wrapping mode is repeat, negative tiles are correct modulo `gpuImageSideLengthTiles`
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