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authorSean Harmer <sean.harmer@kdab.com>2018-01-26 11:25:36 +0000
committerSean Harmer <sean.harmer@kdab.com>2018-01-26 11:52:26 +0000
commit6d56b53bb949caa3e592070794b3010e4801e0ca (patch)
tree7b68a96c5a43da03f9126a2d30d5c7d05fe7793b /src/render/backend/renderview.cpp
parente1b0e10340cf0a9c233774647cf316a7519a2093 (diff)
parent1360f39aa811df96c2762cf081702f7a86a782cd (diff)
Merge branch '5.10' into dev
Diffstat (limited to 'src/render/backend/renderview.cpp')
-rw-r--r--src/render/backend/renderview.cpp11
1 files changed, 1 insertions, 10 deletions
diff --git a/src/render/backend/renderview.cpp b/src/render/backend/renderview.cpp
index d12d8b246..055c14143 100644
--- a/src/render/backend/renderview.cpp
+++ b/src/render/backend/renderview.cpp
@@ -756,16 +756,7 @@ void RenderView::updateMatrices()
{
if (m_data.m_renderCameraNode && m_data.m_renderCameraLens && m_data.m_renderCameraLens->isEnabled()) {
const QMatrix4x4 cameraWorld = *(m_data.m_renderCameraNode->worldTransform());
-
- const QVector4D position = cameraWorld * QVector4D(0.0f, 0.0f, 0.0f, 1.0f);
- // OpenGL convention is looking down -Z
- const QVector4D viewDirection = cameraWorld * QVector4D(0.0f, 0.0f, -1.0f, 0.0f);
- const QVector4D upVector = cameraWorld * QVector4D(0.0f, 1.0f, 0.0f, 0.0f);
-
- QMatrix4x4 m;
- m.lookAt(position.toVector3D(), (position + viewDirection).toVector3D(), upVector.toVector3D());
-
- setViewMatrix(m);
+ setViewMatrix(m_data.m_renderCameraLens->viewMatrix(cameraWorld));
setViewProjectionMatrix(m_data.m_renderCameraLens->projection() * viewMatrix());
//To get the eyePosition of the camera, we need to use the inverse of the