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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-08-22 09:19:34 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-08-22 09:22:40 +0300
commit00a2a1a980cc2ff1ede0d8dd7ea9d92a06bd957e (patch)
tree61f1901d78165aaebab2a2fbb599ef888d86dd76 /src/datavis3d/engine
parentb97950d9f1caf4d22ec95c4daef224fce2d7c10e (diff)
Flipped scatter z-axis drawing
Task-number: QTRD-2204 Change-Id: I5e3e805ef05e4219e3b66a37cf2c3a98273f4be5 Change-Id: I5e3e805ef05e4219e3b66a37cf2c3a98273f4be5 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavis3d/engine')
-rw-r--r--src/datavis3d/engine/scatter3drenderer.cpp10
1 files changed, 4 insertions, 6 deletions
diff --git a/src/datavis3d/engine/scatter3drenderer.cpp b/src/datavis3d/engine/scatter3drenderer.cpp
index 1b8996da..ec851198 100644
--- a/src/datavis3d/engine/scatter3drenderer.cpp
+++ b/src/datavis3d/engine/scatter3drenderer.cpp
@@ -46,8 +46,6 @@ QT_DATAVIS3D_BEGIN_NAMESPACE
//#define USE_UNIFORM_SCALING // Scale x and z uniformly, or based on autoscaled values
-#define DISPLAY_FULL_DATA_ON_SELECTION // Append selection value text with row and column labels
-
const GLfloat aspectRatio = 2.0f; // Forced ratio of x and z to y. Dynamic will make it look odd.
// TODO: Make margin modifiable?
const GLfloat backgroundMargin = 1.1f; // Margin for background (1.1f = make it 10% larger to avoid items being drawn inside background)
@@ -1107,11 +1105,11 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
if (m_axisCacheZ.segmentCount() > 0) {
#ifndef USE_UNIFORM_SCALING
GLfloat posStep = aspectRatio * m_axisCacheZ.segmentStep();
- GLfloat labelPos = aspectRatio * m_axisCacheZ.min();
+ GLfloat labelPos = aspectRatio * m_axisCacheZ.max();
int lastSegment = m_axisCacheZ.segmentCount();
#else
GLfloat posStep = aspectRatio * axisCacheMax->segmentStep();
- GLfloat labelPos = -aspectRatio * m_scaleFactor;
+ GLfloat labelPos = aspectRatio * m_scaleFactor;
int lastSegment = axisCacheMax->segmentCount();
#endif
int labelNbr = 0;
@@ -1161,7 +1159,7 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
alignment);
}
labelNbr++;
- labelPos += posStep;
+ labelPos -= posStep;
}
}
// X Labels
@@ -1416,7 +1414,7 @@ void Scatter3DRenderer::calculateTranslation(ScatterRenderItem &item)
// We need to normalize translations
GLfloat xTrans = (aspectRatio * item.position().x()) / m_scaleFactor;
- GLfloat zTrans = (aspectRatio * item.position().z()) / m_scaleFactor;
+ GLfloat zTrans = -(aspectRatio * item.position().z()) / m_scaleFactor;
GLfloat yTrans = item.position().y() / m_heightNormalizer;
item.setTranslation(QVector3D(xTrans, yTrans, zTrans + zComp));
//qDebug() << item.translation();