diff options
author | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2013-10-01 10:14:50 +0300 |
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committer | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2013-10-01 10:31:45 +0300 |
commit | ff512434c8272989ff08c027cccd1460f8808756 (patch) | |
tree | a6afefa25193f6f589cc4c052158c4e184346c46 /src | |
parent | 50ea77c890b3fd9b07a5d8ce57a44f4176e810da (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.cpp | 15 |
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]); |