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-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp11
1 files changed, 0 insertions, 11 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index 047b0aad..073644db 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -224,7 +224,6 @@ void Scatter3DRenderer::updateData()
void Scatter3DRenderer::updateScene(Q3DScene *scene)
{
- // TODO: See QTRD-2374
scene->activeCamera()->setMinYRotation(-90.0f);
if (m_hasHeightAdjustmentChanged) {
@@ -357,18 +356,12 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
QVector3D depthLightPos = activeCamera->calculatePositionRelativeToCamera(
zeroVector, 0.0f, 2.5f / m_autoScaleAdjustment);
depthViewMatrix.lookAt(depthLightPos, zeroVector, upVector);
- // TODO: Why does depthViewMatrix.column(3).y() goes to zero when we're directly above?
- // That causes the scene to be not drawn from above -> must be fixed
- // qDebug() << lightPos << depthViewMatrix << depthViewMatrix.column(3);
// 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
- //depthProjectionMatrix.ortho(-aspectRatio * 2.0f, aspectRatio * 2.0f,
- // -m_heightNormalizer * 2.0f, m_heightNormalizer * 2.0f,
- // 0.0f, 100.0f);
GLfloat testAspectRatio = viewPortRatio;
depthProjectionMatrix.ortho(-testAspectRatio * 2.0f, testAspectRatio * 2.0f,
-m_heightNormalizer * 2.0f, m_heightNormalizer * 2.0f,
@@ -489,7 +482,6 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
ObjectHelper *dotObj = m_visibleSeriesList.at(series).object();
bool drawingPoints = (m_visibleSeriesList.at(series).mesh() == QAbstract3DSeries::MeshPoint);
- // TODO: Accessing series directly during rendering
float itemSize =
static_cast<QScatter3DSeries *>(m_visibleSeriesList.at(series).series())->itemSize()
/ itemScaler;
@@ -643,7 +635,6 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
bool colorStyleIsUniform = (colorStyle == Q3DTheme::ColorStyleUniform);
bool useColor = colorStyleIsUniform || drawingPoints;
- // TODO: Accessing series directly during rendering
float itemSize =
static_cast<QScatter3DSeries *>(currentSeries.series())->itemSize()
/ itemScaler;
@@ -1267,8 +1258,6 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
}
// Draw axis labels
- // TODO: Calculations done temporarily here. Should be done when calculating lines to avoid
- // extra for -loops?
// Bind label shader
m_labelShader->bind();