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-rw-r--r--src/gui/math3d/qmatrix4x4.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp
index 6b18e1ab03..045fa210c4 100644
--- a/src/gui/math3d/qmatrix4x4.cpp
+++ b/src/gui/math3d/qmatrix4x4.cpp
@@ -126,7 +126,7 @@ QMatrix4x4::QMatrix4x4(const float *values)
*/
/*!
- \fn QMatrix4x4::QMatrix4x4(const QGenericMatrix<N, M, float>& matrix)
+ \fn template <int N, int M> QMatrix4x4::QMatrix4x4(const QGenericMatrix<N, M, float>& matrix)
Constructs a 4x4 matrix from the left-most 4 columns and top-most
4 rows of \a matrix. If \a matrix has less than 4 columns or rows,
@@ -146,7 +146,7 @@ QMatrix4x4::QMatrix4x4(const float *values)
*/
/*!
- \fn QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, float>& matrix)
+ \fn template <int N, int M> QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, float>& matrix)
\relates QMatrix4x4
\obsolete
@@ -1128,7 +1128,7 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z)
s = 0.0f;
c = -1.0f;
} else {
- float a = angle * M_PI / 180.0f;
+ float a = qDegreesToRadians(angle);
c = std::cos(a);
s = std::sin(a);
}
@@ -1237,7 +1237,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z)
s = 0.0f;
c = -1.0f;
} else {
- float a = angle * M_PI / 180.0f;
+ float a = qDegreesToRadians(angle);
c = std::cos(a);
s = std::sin(a);
}
@@ -1496,7 +1496,7 @@ void QMatrix4x4::perspective(float verticalAngle, float aspectRatio, float nearP
// Construct the projection.
QMatrix4x4 m(1);
- float radians = (verticalAngle / 2.0f) * M_PI / 180.0f;
+ float radians = qDegreesToRadians(verticalAngle / 2.0f);
float sine = std::sin(radians);
if (sine == 0.0f)
return;