Generate multiple texture atlases when first atlas is full

This commit is contained in:
Dan Paulat 2023-09-02 23:37:45 -05:00
parent 7198d1c7af
commit 9766e02f32
10 changed files with 205 additions and 141 deletions

View file

@ -9,7 +9,7 @@
layout (location = 0) in vec2 aLatLong;
layout (location = 1) in vec2 aXYOffset;
layout (location = 2) in vec2 aTexCoord;
layout (location = 2) in vec3 aTexCoord;
layout (location = 3) in vec4 aModulate;
layout (location = 4) in float aAngleDeg;
layout (location = 5) in int aThreshold;
@ -21,11 +21,11 @@ uniform vec2 uMapScreenCoord;
out VertexData
{
int threshold;
vec2 texCoord;
vec3 texCoord;
vec4 color;
} vsOut;
smooth out vec2 texCoord;
smooth out vec3 texCoord;
smooth out vec4 color;
vec2 latLngToScreenCoordinate(in vec2 latLng)