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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-10-14 12:05:07 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-10-14 12:08:41 +0300
commitf5660bb47845387bbd0a21a4169ae48f7177112b (patch)
treedaca8d0c75f489571f33735e1e8fa565c8c47ad0 /src/datavisualization/engine
parent2240de43294ec080d8aa665c7a0731ea81ea6c1f (diff)
Mac slice issue fix
Task-number: QTRD-2390 Change-Id: Ia691fdbe9f4b3144bbd59e2ce388a7270a7669fd Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine')
-rw-r--r--src/datavisualization/engine/bars3drenderer.cpp18
-rw-r--r--src/datavisualization/engine/drawer.cpp14
2 files changed, 13 insertions, 19 deletions
diff --git a/src/datavisualization/engine/bars3drenderer.cpp b/src/datavisualization/engine/bars3drenderer.cpp
index 32a23da5..46df917e 100644
--- a/src/datavisualization/engine/bars3drenderer.cpp
+++ b/src/datavisualization/engine/bars3drenderer.cpp
@@ -295,6 +295,12 @@ void Bars3DRenderer::drawSlicedScene(const LabelItem &xLabel,
// Bind bar shader
m_barShader->bind();
+ // Set common bar shader bindings
+ m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
+ m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
+ m_barShader->setUniformValue(m_barShader->lightS(), 0.5f);
+ m_barShader->setUniformValue(m_barShader->ambientS(),
+ m_cachedTheme.m_ambientStrength * 2.0f);
// Draw bars
// Draw the selected row / column
for (int bar = startBar; bar != stopBar; bar += stepBar) {
@@ -345,22 +351,14 @@ void Bars3DRenderer::drawSlicedScene(const LabelItem &xLabel,
if (item->height() != 0) {
// Set shader bindings
- m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
- m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
m_barShader->setUniformValue(m_barShader->nModel(),
itModelMatrix.inverted().transposed());
m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
m_barShader->setUniformValue(m_barShader->color(), barColor);
- m_barShader->setUniformValue(m_barShader->lightS(), 0.5f);
- m_barShader->setUniformValue(m_barShader->ambientS(),
- m_cachedTheme.m_ambientStrength * 2.0f);
+
// Draw the object
-#if defined (Q_OS_MAC)
- m_drawer->drawObject(m_barShader, m_barObj, 0, -1);
-#else
m_drawer->drawObject(m_barShader, m_barObj);
-#endif
}
}
@@ -412,7 +410,7 @@ void Bars3DRenderer::drawSlicedScene(const LabelItem &xLabel,
m_labelObj, m_cachedScene->activeCamera(), false, false, Drawer::LabelLeft);
// Draw labels for bars
- for (int col = 0; col < m_sliceSelection->size(); col++) {
+ for (int col = 0; col < stopBar; col++) {
BarRenderItem *item = m_sliceSelection->at(col);
// Draw values
if (negativesComp == 1.0f) {
diff --git a/src/datavisualization/engine/drawer.cpp b/src/datavisualization/engine/drawer.cpp
index b3b0fe99..e2ed6748 100644
--- a/src/datavisualization/engine/drawer.cpp
+++ b/src/datavisualization/engine/drawer.cpp
@@ -117,12 +117,10 @@ void Drawer::drawObject(ShaderHelper *shader, AbstractObjectHelper *object, GLui
glBindBuffer(GL_ARRAY_BUFFER, object->normalBuf());
glVertexAttribPointer(shader->normalAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
- if (textureId || depthTextureId) {
- // 3rd attribute buffer : UVs
- glEnableVertexAttribArray(shader->uvAtt());
- glBindBuffer(GL_ARRAY_BUFFER, object->uvBuf());
- glVertexAttribPointer(shader->uvAtt(), 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
- }
+ // 3rd attribute buffer : UVs
+ glEnableVertexAttribArray(shader->uvAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->uvBuf());
+ glVertexAttribPointer(shader->uvAtt(), 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
// Index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object->elementBuf());
@@ -134,9 +132,7 @@ void Drawer::drawObject(ShaderHelper *shader, AbstractObjectHelper *object, GLui
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- if (textureId || depthTextureId)
- glDisableVertexAttribArray(shader->uvAtt());
-
+ glDisableVertexAttribArray(shader->uvAtt());
glDisableVertexAttribArray(shader->normalAtt());
glDisableVertexAttribArray(shader->posAtt());