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-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp21
1 files changed, 0 insertions, 21 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index bd1ba17d..f1508193 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -17,26 +17,14 @@
****************************************************************************/
#include "scatter3drenderer_p.h"
-#include "scatter3dcontroller_p.h"
-#include "q3dcamera.h"
#include "q3dcamera_p.h"
#include "shaderhelper_p.h"
-#include "objecthelper_p.h"
#include "texturehelper_p.h"
#include "utils_p.h"
-#include "q3dlight.h"
-#include "qscatter3dseries_p.h"
#include "scatterseriesrendercache_p.h"
-#include <QtGui/QMatrix4x4>
-#include <QtGui/QMouseEvent>
-#include <QtCore/QThread>
#include <QtCore/qmath.h>
-// Commenting this draws the shadow map with perspective projection. Otherwise it's drawn in
-// orthographic projection.
-//#define USE_WIDER_SHADOWS
-
// You can verify that depth buffer drawing works correctly by uncommenting this.
// You should see the scene from where the light is
//#define SHOW_DEPTH_TEXTURE_SCENE
@@ -393,16 +381,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
zeroVector, 0.0f, 2.5f / m_autoScaleAdjustment);
depthViewMatrix.lookAt(depthLightPos, zeroVector, upVector);
// Set the depth projection matrix
-#ifndef USE_WIDER_SHADOWS
- // Use this for perspective shadows
depthProjectionMatrix.perspective(15.0f, viewPortRatio, 3.0f, 100.0f);
-#else
- // Use these for orthographic shadows
- GLfloat testAspectRatio = viewPortRatio;
- depthProjectionMatrix.ortho(-testAspectRatio * 2.0f, testAspectRatio * 2.0f,
- -m_heightNormalizer * 2.0f, m_heightNormalizer * 2.0f,
- 0.0f, 100.0f);
-#endif
depthProjectionViewMatrix = depthProjectionMatrix * depthViewMatrix;
// Draw dots to depth buffer