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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-10-25 11:21:57 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-10-25 11:21:57 +0300
commit58ea4e8c615c1bd586ca2d47761d119b006d14b7 (patch)
treef728141d77a8e964a87ac5b59cdfb4b3a0b04a55
parent730e5832070f8552388e337f2268471fb8a5833a (diff)
parent716f0f42339134dc0d597cce86828b206232fe59 (diff)
Merge remote-tracking branch 'origin/develop'
-rw-r--r--examples/audiolevels/audiolevels.cpp2
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp4
2 files changed, 2 insertions, 4 deletions
diff --git a/examples/audiolevels/audiolevels.cpp b/examples/audiolevels/audiolevels.cpp
index d95536d2..0922e664 100644
--- a/examples/audiolevels/audiolevels.cpp
+++ b/examples/audiolevels/audiolevels.cpp
@@ -42,7 +42,7 @@ AudioLevels::AudioLevels(Q3DBars *graph, QObject *parent)
m_graph->setBackgroundVisible(false);
m_graph->valueAxis()->setRange(-100.0, 100.0);
m_graph->valueAxis()->setSegmentCount(20);
- m_graph->valueAxis()->setLabelFormat(QStringLiteral("%d\%"));
+ m_graph->valueAxis()->setLabelFormat(QStringLiteral("%d%%"));
m_graph->setShadowQuality(QDataVis::ShadowQualityNone);
m_graph->setSelectionMode(QDataVis::SelectionModeNone);
m_graph->scene()->activeCamera()->setCameraPosition(-25.0, 10.0, 190.0);
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index a187e3a4..a5dc53b1 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -568,8 +568,6 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
glCullFace(GL_BACK);
- GLfloat adjustedLightStrength = m_cachedTheme.m_lightStrength / 10.0f;
-
// Draw background
if (m_cachedIsBackgroundEnabled && m_backgroundObj) {
QMatrix4x4 modelMatrix;
@@ -621,7 +619,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
m_shadowQualityToShader);
m_backgroundShader->setUniformValue(m_backgroundShader->depth(), depthMVPMatrix);
m_backgroundShader->setUniformValue(m_backgroundShader->lightS(),
- adjustedLightStrength);
+ m_cachedTheme.m_lightStrength / 10.0f);
// Draw the object
m_drawer->drawObject(m_backgroundShader, m_backgroundObj, 0, m_depthTexture);