diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-01-30 11:15:53 +0200 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-01-30 11:17:42 +0200 |
commit | 84d20142bd8926be2e08e4354635f36bc681f186 (patch) | |
tree | bdfc4d2c05dd48982213610a897d6ad34053bff9 /src/datavisualization/engine/scatter3drenderer.cpp | |
parent | 201a480af6ad2d36896570683ab87014827b9697 (diff) |
Moved nonfunctional public methods to private
Task-number: QTRD-2809
Change-Id: I009316652475d71d82a66ba23368b045f34c1f9a
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/scatter3drenderer.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp index cf9dbefe..92c5a619 100644 --- a/src/datavisualization/engine/scatter3drenderer.cpp +++ b/src/datavisualization/engine/scatter3drenderer.cpp @@ -225,11 +225,11 @@ void Scatter3DRenderer::updateData() void Scatter3DRenderer::updateScene(Q3DScene *scene) { - scene->activeCamera()->setMinYRotation(-90.0f); + scene->activeCamera()->d_ptr->setMinYRotation(-90.0f); if (m_hasHeightAdjustmentChanged) { // Set initial camera position. Also update if height adjustment has changed. - scene->activeCamera()->setBaseOrientation(cameraDistanceVector, zeroVector, upVector); + scene->activeCamera()->d_ptr->setBaseOrientation(cameraDistanceVector, zeroVector, upVector); m_hasHeightAdjustmentChanged = false; } @@ -273,7 +273,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) projectionMatrix.perspective(45.0f, viewPortRatio, 0.1f, 100.0f); // Calculate view matrix - QMatrix4x4 viewMatrix = activeCamera->viewMatrix(); + QMatrix4x4 viewMatrix = activeCamera->d_ptr->viewMatrix(); QMatrix4x4 projectionViewMatrix = projectionMatrix * viewMatrix; int seriesCount = m_visibleSeriesList.size(); @@ -354,7 +354,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) // Get the depth view matrix // It may be possible to hack lightPos here if we want to make some tweaks to shadow - QVector3D depthLightPos = activeCamera->calculatePositionRelativeToCamera( + QVector3D depthLightPos = activeCamera->d_ptr->calculatePositionRelativeToCamera( zeroVector, 0.0f, 2.5f / m_autoScaleAdjustment); depthViewMatrix.lookAt(depthLightPos, zeroVector, upVector); // Set the depth projection matrix |