diff options
author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-11-09 17:45:02 +0100 |
---|---|---|
committer | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-11-13 08:02:25 +0000 |
commit | c5c685ea06081815fe9f7d9b623dd15ccee8ffcc (patch) | |
tree | 0daa100d29af94e4dedc745ea1696c68e6797397 /src/render/jobs | |
parent | 895b785df9aea3b1e640ff84868da4df68aa7c25 (diff) |
Fix a postion -> position typo
Change-Id: I766ca1bd84db43a6805f4bf20083dc6dbdc150e5
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/jobs')
-rw-r--r-- | src/render/jobs/renderviewjobutils.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/render/jobs/renderviewjobutils.cpp b/src/render/jobs/renderviewjobutils.cpp index 6a089f1fd..1e80cb87c 100644 --- a/src/render/jobs/renderviewjobutils.cpp +++ b/src/render/jobs/renderviewjobutils.cpp @@ -96,11 +96,11 @@ void setRenderViewConfigFromFrameGraphLeafNode(RenderView *rv, const FrameGraphN rv->setRenderCamera(lens); rv->setViewMatrix(*camNode->worldTransform()); - //To get the eyePostion of the camera, we need to use the inverse of the + //To get the eyePosition of the camera, we need to use the inverse of the //camera's worldTransform matrix. const QMatrix4x4 inverseWorldTransform = camNode->worldTransform()->inverted(); - const QVector3D eyePostion(inverseWorldTransform.column(3)); - rv->setEyePosition(eyePostion); + const QVector3D eyePosition(inverseWorldTransform.column(3)); + rv->setEyePosition(eyePosition); } } break; |