feat: scale down sphere
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				@ -150,7 +150,7 @@ int main()
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        return -1;
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    GLuint shaderProgram = compileShaderProgram();
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    //Icosphere sphere(0.5, 2);
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    Icosphere sphere(0.5, 2);
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    Orbit orbit(30, glm::vec3(.5, .5, 0));
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    glEnable(GL_DEPTH_TEST);
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@ -168,7 +168,7 @@ int main()
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        updateModelViewProjectionMatrix(shaderProgram, glfwGetTime());
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        // Render objects
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        //sphere.render();
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        sphere.render();
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        orbit.render();
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        glfwSwapBuffers(window);
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@ -3,7 +3,7 @@
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#include <iostream>
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#include <array>
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Icosphere::Icosphere(int subdivisions)
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Icosphere::Icosphere(float radius, int subdivisions)
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{
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    VertexList vertices = _isocahedronVertices;
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    TriangleList triangles = _isocahedronTriangles;
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@ -16,6 +16,13 @@ Icosphere::Icosphere(int subdivisions)
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        " vertices: " << vertices.size() <<
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        " triangles: " << triangles.size() << std::endl;
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    // Scale vertices by radius after subdivision as subdivision happens on a
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    // unit sphere
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    for (int i = 0; i < vertices.size(); i++)
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    {
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        vertices[i] *= radius;
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    }
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	glGenVertexArrays(1, &_vao);
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	glGenBuffers(1, &_vbo);
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	glGenBuffers(1, &_ebo);
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@ -10,7 +10,7 @@
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class Icosphere
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{
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public:
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	Icosphere(int subdividision);
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	Icosphere(float radius, int subdividision);
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	void render();
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	~Icosphere();
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