adjust origin cube and camera drawing thresholds
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2d7fb37165
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c4599824c6
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@ -589,7 +589,7 @@ async function draw() {
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gl.bindBuffer(gl.ARRAY_BUFFER, cameraVertexBuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, cameraVertexBuffer);
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setAttribPointers();
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setAttribPointers();
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if (displayMatricesVirtually && interpolateProjection < 0.01) {
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if (displayMatricesVirtually && interpolateProjection <= 0) {
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gl.drawArrays(gl.TRIANGLES, 0, cameraVertices.length / 6);
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gl.drawArrays(gl.TRIANGLES, 0, cameraVertices.length / 6);
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}
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}
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@ -618,7 +618,7 @@ async function draw() {
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// draw origin cube
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// draw origin cube
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if (interpolateProjection < 0.99 && interpolateLookAt > 0.01) {
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if (interpolateProjection < 1 && interpolateLookAt > 0) {
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gl.bindBuffer(gl.ARRAY_BUFFER, lineCubeVertexBuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, lineCubeVertexBuffer);
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setAttribPointers();
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setAttribPointers();
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gl.uniform3fv(colorOverrideLocation, [1, 0, 0]);
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gl.uniform3fv(colorOverrideLocation, [1, 0, 0]);
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