Commit afacbf21 authored by Mathias Goldau's avatar Mathias Goldau

[STYLE #42] Corrected line lengths.

parent 0c0593af
......@@ -46,8 +46,8 @@
* \param alpha the alpha blending value
* \param cmap the colormap index to use
*/
void colormap( inout vec4 color, in sampler3D sampler, in vec3 coord, in vec3 size, float minV, float scaleV, float thresholdV, bool thresholdEnabled, float alpha,
int cmap, bool active )
void colormap( inout vec4 color, in sampler3D sampler, in vec3 coord, in vec3 size, float minV, float scaleV, float thresholdV,
bool thresholdEnabled, float alpha, int cmap, bool active )
{
// This implements a manual trilinear interpolation. Include WGETextureutils.glsl to use this
// vec3 vSize = vec3( 1.0 / float( size.x ),
......
......@@ -134,7 +134,8 @@ void WMFiberStipples::properties()
// // properties only relevant if the method is: "With deterministic tracts" was selected
// m_tractGroup = m_properties->addPropertyGroup( "Tract Group", "Parameters for drawing via deterministic tracts." );
// m_probThreshold = m_tractGroup->addProperty( "Prob Threshold", "Only vertices with probabil. greater this contribute.", 0.1, m_sliceChanged );
// m_probThreshold = m_tractGroup->addProperty( "Prob Threshold", "Only vertices with probabil. greater this contribute.", 0.1,
// m_sliceChanged );
// m_probThreshold->setMin( 0.0 );
// m_probThreshold->setMax( 1.0 );
// m_showIntersection = m_tractGroup->addProperty( "Show Intersections", "Show intersecition stipplets", false );
......@@ -252,7 +253,7 @@ void WMFiberStipples::moduleMain()
boost::shared_ptr< WDataSetScalar > probTract = m_probIC->getData();
boost::shared_ptr< WGridRegular3D > grid = boost::shared_dynamic_cast< WGridRegular3D >( probTract->getGrid() );
if( !( vectors && probTract ) || !grid )// if data valid
if( !( vectors && probTract ) || !grid ) // if data valid
{
continue;
}
......
......@@ -155,8 +155,8 @@
// secondFocalPoint->push_back( focalPoints.second );
// }
//
// // for each primitive copy the same texture coordinates, misused as the vertex transformation information to make a real
// // quad out of the four center points
// // for each primitive copy the same texture coordinates, misused as the vertex transformation information to make a
// // real quad out of the four center points
// quadSpanning->insert( quadSpanning->end(), texCoordsPerPrimitive->begin(), texCoordsPerPrimitive->end() );
// }
// }
......
......@@ -95,7 +95,7 @@
// *
// * \return A array of direction to add to the center point to get the new centerpoints around in clockwise manner.
// */
// boost::shared_ptr< std::vector< WVector3d > > generateClockwiseDir( std::pair< unsigned char, unsigned char > activeDims, double distance ) const;
// boost::shared_ptr< std::vector< WVector3d > > generateClockwiseDir( std::pair< unsigned char, unsigned char > activeDims, double distance ) const;
//
// /**
// * Compute the origin and the base vectors of each slice, and returns the other opposite indices.
......
......@@ -42,5 +42,4 @@ void main()
// transform position
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
// gl_TexCoord[0] = gl_TextureMatrix[0] * gl_Vertex;
}
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