Got rid of extra LOD bias that was only supposed to be used for perf testing. Oops.
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e2702dedae
commit
50227bf26d
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@ -170,7 +170,7 @@ void LODSphereMesh::render(const GLContext& context,
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int nTextures)
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{
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int lod = 64;
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float lodBias = getSphereLOD(pixWidth) + 2.0f;
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float lodBias = getSphereLOD(pixWidth);
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if (lodBias < 0.0f)
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{
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