Remove celmath::log2 as it's defined in C++11
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88fe409d21
commit
440f34350c
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@ -5308,18 +5308,18 @@ void Renderer::renderPlanet(Body& body,
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float ringFeatureSize = (projectedRingSize / ringTextureWidth) / approxRingDistance;
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float relativeFeatureSize = lights.lights[li].apparentSize / ringFeatureSize;
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//float areaLightLod = log(max(relativeFeatureSize, 1.0f)) / log(2.0f);
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float areaLightLod = celmath::log2(max(relativeFeatureSize, 1.0f));
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float areaLightLod = log2(max(relativeFeatureSize, 1.0f));
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// Compute the LOD that would be automatically used by the GPU.
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float texelToPixelRatio = ringTextureWidth / projectedRingSizeInPixels;
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float gpuLod = celmath::log2(texelToPixelRatio);
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float gpuLod = log2(texelToPixelRatio);
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//float lod = max(areaLightLod, log(texelToPixelRatio) / log(2.0f));
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float lod = max(areaLightLod, gpuLod);
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// maxLOD is the index of the smallest mipmap (or close to it for non-power-of-two
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// textures.) We can't make the lod larger than this.
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float maxLod = celmath::log2((float) ringsTex->getWidth());
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float maxLod = log2((float) ringsTex->getWidth());
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if (maxLod > 1.0f)
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{
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// Avoid using the 1x1 mipmap, as it appears to cause 'bleeding' when
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@ -21,17 +21,6 @@
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// moved to the celmath namespace.
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namespace celmath
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{
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/** Return the natural logarithm of 2 */
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template<class T> CONSTEXPR T Ln2()
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{
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return (T) 0.693147180559945;
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}
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/** Return the log base 2 of the argument. */
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template<class T> T log2(T x)
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{
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return std::log(x) / Ln2<T>();
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}
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}
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