Fix build under OSX with clang. Fixes issue 180.
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@ -523,6 +523,30 @@ Vector3 CubeSurface::Private::applyCosinePowerFilter(const Vector3 & filterDir,
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int x0 = 0, x1 = L;
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int y0 = 0, y1 = L;
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if (false) {
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// New approach?
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// For each face, we are looking for 4 planes that bound the cone.
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// All planes go through the origin.
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// Plane fully determined by its normal.
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// We only care about planes aligned to one axis. So, for the XY face, we have 4 planes:
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// Plane goes through origin.
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// Plane normal is unit length.
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// Plane must be tangent to cone ->
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// angle between plane normal and cone axis is 90 - cone angle & 90 + cone angle
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// dot(N, D) == cos(90 - cone angle)
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// dot(N, D) == cos(90 + cone angle)
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// Plane must contain face UV axis
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// Find the 4 planes and how they intersect the unit face, which gives us (u0,v0, u1,v1).
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// Expand uv coordinates, clamp to
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}
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// @@ Ugh. This is wrong, or only right when filterDir is aligned to one axis.
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if (false) {
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// uv coordinates corresponding to filterDir.
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