Fix nebula/ssc sprite rendering on hidpi setting

pull/1358/head
Levin Li 2022-04-02 10:45:15 +08:00
parent 71a65fb33c
commit b4cf176ac3
2 changed files with 3 additions and 3 deletions

View File

@ -100,7 +100,7 @@ void Nebula::render(const Vector3f& /*offset*/,
getOrientation());
GLSLUnlit_RenderContext rc(renderer, getRadius(), &mv, m.projection);
rc.setPointScale(2.0f * getRadius() / pixelSize * renderer->getScreenDpi() / 96.0f);
rc.setPointScale(2.0f * getRadius() / pixelSize);
g->render(rc);
renderer->enableBlending();

View File

@ -2570,14 +2570,14 @@ void Renderer::renderObject(const Vector3f& pos,
geometryScale = obj.radius;
scaleFactors = obj.radius * obj.semiAxes;
ringsScaleFactor = obj.radius * obj.semiAxes.maxCoeff();
ri.pointScale = 2.0f * obj.radius / pixelSize * screenDpi / 96.0f;
ri.pointScale = 2.0f * obj.radius / pixelSize;
}
else
{
geometryScale = obj.geometryScale;
scaleFactors = Vector3f::Constant(geometryScale);
ringsScaleFactor = geometryScale;
ri.pointScale = 2.0f * geometryScale / pixelSize * screenDpi / 96.0f;
ri.pointScale = 2.0f * geometryScale / pixelSize;
}
// Apply the modelview transform for the object
Affine3f transform = Translation3f(pos) * obj.orientation.conjugate();