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.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index 9d5696a0..adda3b9f 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -314,7 +314,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
const Q3DCamera *activeCamera = m_cachedScene->activeCamera();
- QVector3D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor());
+ QVector4D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor());
// Specify viewport
glViewport(m_primarySubViewport.x(),
@@ -599,8 +599,8 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
GLuint gradientTexture = 0;
bool dotSelectionFound = false;
ScatterRenderItem *selectedItem(0);
- QVector3D baseColor;
- QVector3D dotColor;
+ QVector4D baseColor;
+ QVector4D dotColor;
bool previousDrawingPoints = false;
Q3DTheme::ColorStyle previousMeshColorStyle = Q3DTheme::ColorStyleUniform;
@@ -846,7 +846,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
#else
MVPMatrix = projectionViewMatrix * modelMatrix;
#endif
- QVector3D backgroundColor = Utils::vectorFromColor(m_cachedTheme->backgroundColor());
+ QVector4D backgroundColor = Utils::vectorFromColor(m_cachedTheme->backgroundColor());
// Set shader bindings
m_backgroundShader->setUniformValue(m_backgroundShader->lightP(), lightPos);
@@ -899,7 +899,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
lineShader->bind();
// Set unchanging shader bindings
- QVector3D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor());
+ QVector4D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor());
lineShader->setUniformValue(lineShader->lightP(), lightPos);
lineShader->setUniformValue(lineShader->view(), viewMatrix);
lineShader->setUniformValue(lineShader->color(), lineColor);