diff options
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/scatter3drenderer.cpp | 21 |
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 |