Fix nebula/ssc sprite rendering on hidpi setting
parent
71a65fb33c
commit
b4cf176ac3
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@ -100,7 +100,7 @@ void Nebula::render(const Vector3f& /*offset*/,
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getOrientation());
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GLSLUnlit_RenderContext rc(renderer, getRadius(), &mv, m.projection);
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rc.setPointScale(2.0f * getRadius() / pixelSize * renderer->getScreenDpi() / 96.0f);
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rc.setPointScale(2.0f * getRadius() / pixelSize);
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g->render(rc);
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renderer->enableBlending();
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@ -2570,14 +2570,14 @@ void Renderer::renderObject(const Vector3f& pos,
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geometryScale = obj.radius;
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scaleFactors = obj.radius * obj.semiAxes;
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ringsScaleFactor = obj.radius * obj.semiAxes.maxCoeff();
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ri.pointScale = 2.0f * obj.radius / pixelSize * screenDpi / 96.0f;
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ri.pointScale = 2.0f * obj.radius / pixelSize;
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}
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else
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{
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geometryScale = obj.geometryScale;
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scaleFactors = Vector3f::Constant(geometryScale);
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ringsScaleFactor = geometryScale;
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ri.pointScale = 2.0f * geometryScale / pixelSize * screenDpi / 96.0f;
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ri.pointScale = 2.0f * geometryScale / pixelSize;
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}
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// Apply the modelview transform for the object
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Affine3f transform = Translation3f(pos) * obj.orientation.conjugate();
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