summaryrefslogtreecommitdiffstats
path: root/src/datavisualization/engine/scatter3drenderer.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp19
1 files changed, 12 insertions, 7 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index 09225b99..13f6e02c 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -538,9 +538,11 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
}
}
- Abstract3DRenderer::drawCustomItems(RenderingDepth, m_depthShader, viewMatrix,
- projectionViewMatrix, depthProjectionViewMatrix,
- m_depthTexture, m_shadowQualityToShader);
+ Abstract3DRenderer::drawCustomItems(RenderingDepth, m_depthShader, m_volumeTextureShader,
+ m_volumeTextureSliceShader, viewMatrix,
+ projectionViewMatrix,
+ depthProjectionViewMatrix, m_depthTexture,
+ m_shadowQualityToShader);
// Disable drawing to framebuffer (= enable drawing to screen)
glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle);
@@ -641,9 +643,11 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
}
}
- Abstract3DRenderer::drawCustomItems(RenderingSelection, m_selectionShader, viewMatrix,
- projectionViewMatrix, depthProjectionViewMatrix,
- m_depthTexture, m_shadowQualityToShader);
+ Abstract3DRenderer::drawCustomItems(RenderingSelection, m_selectionShader,
+ m_volumeTextureShader, m_volumeTextureSliceShader,
+ viewMatrix, projectionViewMatrix,
+ depthProjectionViewMatrix, m_depthTexture,
+ m_shadowQualityToShader);
drawLabels(true, activeCamera, viewMatrix, projectionMatrix);
@@ -1407,7 +1411,8 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
}
}
- Abstract3DRenderer::drawCustomItems(RenderingNormal, m_customItemShader, viewMatrix,
+ Abstract3DRenderer::drawCustomItems(RenderingNormal, m_customItemShader, m_volumeTextureShader,
+ m_volumeTextureSliceShader, viewMatrix,
projectionViewMatrix, depthProjectionViewMatrix,
m_depthTexture, m_shadowQualityToShader);