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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2014-01-08 11:32:33 +0200
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2014-01-08 14:36:21 +0200
commit0144b397eff1340497ac2e599f7d9238bf99609c (patch)
treee65e1d9c0f8ddd077cf559c7c0e705eea9a027f4 /src/datavisualization/engine/scatter3drenderer.cpp
parent467e729eabece018cd42eeee0160f932983561b0 (diff)
Enable showing multiple graphs in QML
+ other minor fixes Task-number: QTRD-2749 Change-Id: I654d41fd4124d6596f9df3ace7019706452d8bfa Reviewed-by: Pasi Keränen <pasi.keranen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index b70fd5b4..85863519 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -454,6 +454,10 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
&& SelectOnScene == m_selectionState && seriesCount > 0) {
// Draw dots to selection buffer
glBindFramebuffer(GL_FRAMEBUFFER, m_selectionFrameBuffer);
+ glViewport(0, 0,
+ m_primarySubViewport.width(),
+ m_primarySubViewport.height());
+
glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Set clear color to white (= skipColor)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Needed for clearing the frame buffer
@@ -552,7 +556,12 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
selectionColorToSeriesAndIndex(clickedColor, clickedIndex, clickedSeries);
emit itemClicked(clickedIndex, clickedSeries);
+ // Revert to original fbo and viewport
glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle);
+ glViewport(m_primarySubViewport.x(),
+ m_primarySubViewport.y(),
+ m_primarySubViewport.width(),
+ m_primarySubViewport.height());
#if 0 // Use this if you want to see what is being drawn to the framebuffer
m_labelShader->bind();