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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-10-21 10:55:53 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-10-21 10:57:59 +0300
commit5dfdb409f50bd12b128d5252a8a951ad437a8961 (patch)
tree70a613a15e230a5adbdc2dbf7da2e882b2d0afa9 /src/datavisualization
parent0b8dcfb03392f575b4aa37c53b948c93a77537d5 (diff)
Fix grid line shadowing
Change-Id: I25870a86853508737b54116405c98ddf7e41e6b7 Change-Id: I25870a86853508737b54116405c98ddf7e41e6b7 Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization')
-rw-r--r--src/datavisualization/engine/bars3drenderer.cpp8
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp8
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp8
3 files changed, 18 insertions, 6 deletions
diff --git a/src/datavisualization/engine/bars3drenderer.cpp b/src/datavisualization/engine/bars3drenderer.cpp
index 72e224a5..d5c9ddc5 100644
--- a/src/datavisualization/engine/bars3drenderer.cpp
+++ b/src/datavisualization/engine/bars3drenderer.cpp
@@ -1045,8 +1045,10 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
gridLineWidth));
// If we're viewing from below, grid line object must be flipped
- if (m_yFlipped)
+ if (m_yFlipped) {
modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ itModelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ }
MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
@@ -1094,8 +1096,10 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
m_columnDepth / m_scaleFactor));
// If we're viewing from below, grid line object must be flipped
- if (m_yFlipped)
+ if (m_yFlipped) {
modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ itModelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ }
MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index a4ca528e..1da5dd99 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -719,8 +719,10 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
#endif
// If we're viewing from below, grid line object must be flipped
- if (m_yFlipped)
+ if (m_yFlipped) {
modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ itModelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ }
MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
@@ -849,8 +851,10 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
#endif
// If we're viewing from below, grid line object must be flipped
- if (m_yFlipped)
+ if (m_yFlipped) {
modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ itModelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ }
MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index 26fab440..31da7af4 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -1123,8 +1123,10 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
itModelMatrix.scale(gridLineScaleX);
// If we're viewing from below, grid line object must be flipped
- if (m_yFlipped)
+ if (m_yFlipped) {
modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ itModelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ }
MVPMatrix = projectionViewMatrix * modelMatrix;
depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
@@ -1229,8 +1231,10 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
itModelMatrix.scale(gridLineScaleZ);
// If we're viewing from below, grid line object must be flipped
- if (m_yFlipped)
+ if (m_yFlipped) {
modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ itModelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ }
MVPMatrix = projectionViewMatrix * modelMatrix;
depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;