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authorTomi Korpipää <tomi.korpipaa@digia.com>2014-02-21 06:54:20 +0200
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-02-21 06:55:17 +0200
commit0d36c08c2d3ac71eb7fb307307ae6d0c5f32c0d7 (patch)
tree0038cb339164e49aca3b31b70af908530edee61d /src/datavisualization/engine/surface3drenderer.cpp
parentd0b840d3c95d6a5a29fbef13842cf1346db07651 (diff)
Fixed surface shadow wrong direction bug
Task-number: QTRD-2887 Change-Id: I37938a86fe4b414cd969fda819d096dc885fa48f Change-Id: I37938a86fe4b414cd969fda819d096dc885fa48f Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization/engine/surface3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp10
1 files changed, 1 insertions, 9 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index f4b35803..492f4174 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -1082,20 +1082,12 @@ void Surface3DRenderer::drawScene(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->d_ptr->calculatePositionRelativeToCamera(
- zeroVector, 0.0f, 3.5f / m_autoScaleAdjustment);
+ zeroVector, 0.0f, 4.0f / m_autoScaleAdjustment);
depthViewMatrix.lookAt(depthLightPos, zeroVector, upVector);
// Set the depth projection matrix
-#ifndef USE_WIDER_SHADOWS
- // Use this for perspective shadows
depthProjectionMatrix.perspective(10.0f, (GLfloat)m_primarySubViewport.width()
/ (GLfloat)m_primarySubViewport.height(), 3.0f, 100.0f);
-#else
- // Use these for orthographic shadows
- depthProjectionMatrix.ortho(-2.0f * 2.0f, 2.0f * 2.0f,
- -2.0f, 2.0f,
- 0.0f, 100.0f);
-#endif
depthProjectionViewMatrix = depthProjectionMatrix * depthViewMatrix;
glDisable(GL_CULL_FACE);