diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-01-22 07:38:02 +0200 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-01-22 08:34:36 +0200 |
commit | 072b7614c6b1a1f32a4baebb8260866d72ee9299 (patch) | |
tree | 69423b61ee38b999cc8f8ed1ea3e1b866696d6af /src/datavisualization/engine/scatter3drenderer.cpp | |
parent | d468bd990787a50899438202b86389462b825993 (diff) |
Made jira tasks of TODOs, part 1
- commented-out code will be removed (and made tasks of, if necessary) in part 2
Task-number: QTRD-2398
Change-Id: Ib94a4a873ecd25f4040c74c42902e204f3f41943
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/scatter3drenderer.cpp | 11 |
1 files changed, 0 insertions, 11 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp index 047b0aad..073644db 100644 --- a/src/datavisualization/engine/scatter3drenderer.cpp +++ b/src/datavisualization/engine/scatter3drenderer.cpp @@ -224,7 +224,6 @@ void Scatter3DRenderer::updateData() void Scatter3DRenderer::updateScene(Q3DScene *scene) { - // TODO: See QTRD-2374 scene->activeCamera()->setMinYRotation(-90.0f); if (m_hasHeightAdjustmentChanged) { @@ -357,18 +356,12 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) QVector3D depthLightPos = activeCamera->calculatePositionRelativeToCamera( zeroVector, 0.0f, 2.5f / m_autoScaleAdjustment); depthViewMatrix.lookAt(depthLightPos, zeroVector, upVector); - // TODO: Why does depthViewMatrix.column(3).y() goes to zero when we're directly above? - // That causes the scene to be not drawn from above -> must be fixed - // qDebug() << lightPos << depthViewMatrix << depthViewMatrix.column(3); // Set the depth projection matrix #ifndef USE_WIDER_SHADOWS // Use this for perspective shadows depthProjectionMatrix.perspective(15.0f, viewPortRatio, 3.0f, 100.0f); #else // Use these for orthographic shadows - //depthProjectionMatrix.ortho(-aspectRatio * 2.0f, aspectRatio * 2.0f, - // -m_heightNormalizer * 2.0f, m_heightNormalizer * 2.0f, - // 0.0f, 100.0f); GLfloat testAspectRatio = viewPortRatio; depthProjectionMatrix.ortho(-testAspectRatio * 2.0f, testAspectRatio * 2.0f, -m_heightNormalizer * 2.0f, m_heightNormalizer * 2.0f, @@ -489,7 +482,6 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) ObjectHelper *dotObj = m_visibleSeriesList.at(series).object(); bool drawingPoints = (m_visibleSeriesList.at(series).mesh() == QAbstract3DSeries::MeshPoint); - // TODO: Accessing series directly during rendering float itemSize = static_cast<QScatter3DSeries *>(m_visibleSeriesList.at(series).series())->itemSize() / itemScaler; @@ -643,7 +635,6 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) bool colorStyleIsUniform = (colorStyle == Q3DTheme::ColorStyleUniform); bool useColor = colorStyleIsUniform || drawingPoints; - // TODO: Accessing series directly during rendering float itemSize = static_cast<QScatter3DSeries *>(currentSeries.series())->itemSize() / itemScaler; @@ -1267,8 +1258,6 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) } // Draw axis labels - // TODO: Calculations done temporarily here. Should be done when calculating lines to avoid - // extra for -loops? // Bind label shader m_labelShader->bind(); |