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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2013-10-01 10:14:50 +0300
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2013-10-01 10:31:45 +0300
commitff512434c8272989ff08c027cccd1460f8808756 (patch)
treea6afefa25193f6f589cc4c052158c4e184346c46 /src
parent50ea77c890b3fd9b07a5d8ce57a44f4176e810da (diff)
Fix kinect demo scatter artifacts - also speeds up scatter
+minor optimization to scatter renderer Change-Id: Iee3f52642a43ec9348edec6bde9d247c5d171e04 Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src')
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp15
1 files changed, 12 insertions, 3 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index 28359c5a..25173c89 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -143,13 +143,22 @@ void Scatter3DRenderer::updateDataModel(QScatterDataProxy *dataProxy)
const QScatterDataArray &dataArray = *dataProxy->array();
calculateSceneScalingFactors();
int dataSize = dataArray.size();
+ float minX = float(m_axisCacheX.min());
+ float maxX = float(m_axisCacheX.max());
+ float minY = float(m_axisCacheY.min());
+ float maxY = float(m_axisCacheY.max());
+ float minZ = float(m_axisCacheZ.min());
+ float maxZ = float(m_axisCacheZ.max());
+
if (dataSize != m_renderItemArray.size())
m_renderItemArray.resize(dataSize);
for (int i = 0; i < dataSize ; i++) {
QVector3D dotPos = dataArray.at(i).position();
- if ((dotPos.x() >= m_axisCacheX.min() && dotPos.x() <= m_axisCacheX.max())
- && (dotPos.y() >= m_axisCacheY.min() && dotPos.y() <= m_axisCacheY.max())
- && (dotPos.z() >= m_axisCacheZ.min() && dotPos.z() <= m_axisCacheZ.max())) {
+ // TODO: Check if this still works always when ranges are no longer required to be zero centered
+ // TODO: qreal -> float conversion for axis min/max may cause issues like in surface
+ if ((dotPos.x() >= minX && dotPos.x() <= maxX )
+ && (dotPos.y() >= minY && dotPos.y() <= maxY)
+ && (dotPos.z() >= minZ && dotPos.z() <= maxZ)) {
m_renderItemArray[i].setPosition(dotPos);
m_renderItemArray[i].setVisible(true);
calculateTranslation(m_renderItemArray[i]);