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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-10-11 10:35:35 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-10-11 10:44:55 +0300
commit40720e02e98c298a751d06b1152f1274027c7eb1 (patch)
treee168131f3cc72efd2c555777da92694ec7509a20 /src
parent25aec9632325d49f1f2aa838823fb97366e08b25 (diff)
Surface slice view lighting adjusted
Change-Id: I5ac4ea2e06d6682d65690990e7d23a1e1f6f0b6c Change-Id: I5ac4ea2e06d6682d65690990e7d23a1e1f6f0b6c Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src')
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp13
1 files changed, 5 insertions, 8 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index b12cb78e..d2dcf634 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -529,9 +529,9 @@ void Surface3DRenderer::drawSlicedScene()
surfaceShader->setUniformValue(surfaceShader->nModel(), itModelMatrix.inverted().transposed());
surfaceShader->setUniformValue(surfaceShader->MVP(), MVPMatrix);
surfaceShader->setUniformValue(surfaceShader->color(), color);
- surfaceShader->setUniformValue(surfaceShader->ambientS(), m_cachedTheme.m_ambientStrength);
- surfaceShader->setUniformValue(surfaceShader->lightS(),
- m_cachedTheme.m_lightStrength * 2.0f);
+ surfaceShader->setUniformValue(surfaceShader->lightS(), 0.25f);
+ surfaceShader->setUniformValue(surfaceShader->ambientS(),
+ m_cachedTheme.m_ambientStrength * 2.0f);
m_drawer->drawObject(surfaceShader, m_sliceSurfaceObj);
@@ -570,11 +570,8 @@ void Surface3DRenderer::drawSlicedScene()
lineShader->setUniformValue(lineShader->lightP(), lightPos);
lineShader->setUniformValue(lineShader->view(), viewMatrix);
lineShader->setUniformValue(lineShader->color(), lineColor);
- lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength);
-
- // Set shadowless shader bindings, no shadows on slice view
- lineShader->setUniformValue(lineShader->lightS(),
- m_cachedTheme.m_lightStrength * 0.5f);
+ lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength * 2.0f);
+ lineShader->setUniformValue(lineShader->lightS(), 0.25f);
// Back wall
GLfloat lineStep = 2.0f * m_axisCacheY.subSegmentStep() / m_heightNormalizer;