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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-05-08 11:05:24 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-05-08 11:32:31 +0300
commit161232582e7f7e7e6e991def2fe87d78e668d08f (patch)
treebe871f288561150fae7a4a7e3bb13bb04c98ac21 /src/datavis3d/global/qdatavis3namespace.h
parent9149d433a19613056be914d1d96a0f3517be8589 (diff)
Shadow mapping implementation
Partially works, but mostly doesn't. Change-Id: I415833d07148d2aeae64c0c311e14766ab29ad5e Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavis3d/global/qdatavis3namespace.h')
-rw-r--r--src/datavis3d/global/qdatavis3namespace.h7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/datavis3d/global/qdatavis3namespace.h b/src/datavis3d/global/qdatavis3namespace.h
index 2177b175..a4ca7c42 100644
--- a/src/datavis3d/global/qdatavis3namespace.h
+++ b/src/datavis3d/global/qdatavis3namespace.h
@@ -50,8 +50,11 @@ QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
// Constants used in several files
const GLfloat m_pi = 3.1415926535897932384626433832795028841971693993751058209749445923078164062862089986280348253421170679f;
-const GLfloat zComp = 10.0f; // Compensation for z position; move all objects to positive z, as shader can't handle negative values correctly
-const QVector3D defaultLightPos = QVector3D(0.0f, 3.0f, zComp);
+// Compensation for z position; move all objects to positive z, as shader can't handle negative values correctly
+const GLfloat zComp = 10.0f;
+// Default light position. To have shadows working correctly, light should be as far as camera, or a bit further
+// y position is added to the minimum height (or can be thought to be that much above or below the camera)
+const QVector3D defaultLightPos = QVector3D(0.0f, 0.5f, zComp);
const GLfloat defaultRatio = 1.0f / 1.6f; // default aspect ratio 16:10
// Enums used in several files