if( this->UsePointSprites )
this->InitPointSprites();
+ float p1[3], p2[3];
+
+ ren->SetViewPoint( 0.0, 0.0, 0.0 );
+ ren->ViewToDisplay();
+ ren->GetDisplayPoint( p1 );
+
+ ren->SetViewPoint( 1.0, 1.0, 1.0 );
+ ren->ViewToDisplay();
+ ren->GetDisplayPoint( p2 );
+
+ float coefficient = sqrt( pow( p2[0] - p1[0], 2 ) + pow( p2[1] - p1[1], 2 ) ) / sqrt( 2 );
+ //cout << p1[0] << " " << p1[1] << " " << p1[2] << endl;
+ //cout << p2[0] << " " << p2[1] << " " << p2[2] << endl;
+ //cout << "ZOOM : " << coefficient << endl;
+
glPointSize( this->DefaultPointSize );
vglUseProgramObjectARB( this->VertexProgram );
else
size = this->PointSpriteSize;
- aVertex[i].hue = 1000.0 * this->AverageCellSize * this->PointSpriteMagnification * size;
+ aVertex[i].hue = coefficient * this->AverageCellSize * this->PointSpriteMagnification * size;
}
GLuint aBufferObjectID = 0;