diff options
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/scatter3drenderer.cpp | 11 |
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(); |