offset the raytrace texture to make it visible on some systems
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@@ -114,9 +114,9 @@ btTransform transforms[maxNumObjects];
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renderTexture* raytracePicture = 0;
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renderTexture* raytracePicture = 0;
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//this applies to the raytracer virtual screen/image buffer
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//this applies to the raytracer virtual screen/image buffer
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int screenWidth = 256;
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int screenWidth = 128;
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//float aspectRatio = (3.f/4.f);
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//float aspectRatio = (3.f/4.f);
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int screenHeight = 256;//screenWidth * aspectRatio;
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int screenHeight = 128;//screenWidth * aspectRatio;
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GLuint glTextureId;
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GLuint glTextureId;
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btSphereShape mySphere(1);
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btSphereShape mySphere(1);
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@@ -447,7 +447,7 @@ void Raytracer::displayCallback()
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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glLoadIdentity(); // reset The Modelview Matrix
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glLoadIdentity(); // reset The Modelview Matrix
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glTranslatef(0.0f,0.0f,-3.0f); // Move Into The Screen 5 Units
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glTranslatef(0.0f,0.0f,-3.1f); // Move Into The Screen 5 Units
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