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-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index cf9dbefe..92c5a619 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -225,11 +225,11 @@ void Scatter3DRenderer::updateData()
void Scatter3DRenderer::updateScene(Q3DScene *scene)
{
- scene->activeCamera()->setMinYRotation(-90.0f);
+ scene->activeCamera()->d_ptr->setMinYRotation(-90.0f);
if (m_hasHeightAdjustmentChanged) {
// Set initial camera position. Also update if height adjustment has changed.
- scene->activeCamera()->setBaseOrientation(cameraDistanceVector, zeroVector, upVector);
+ scene->activeCamera()->d_ptr->setBaseOrientation(cameraDistanceVector, zeroVector, upVector);
m_hasHeightAdjustmentChanged = false;
}
@@ -273,7 +273,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
projectionMatrix.perspective(45.0f, viewPortRatio, 0.1f, 100.0f);
// Calculate view matrix
- QMatrix4x4 viewMatrix = activeCamera->viewMatrix();
+ QMatrix4x4 viewMatrix = activeCamera->d_ptr->viewMatrix();
QMatrix4x4 projectionViewMatrix = projectionMatrix * viewMatrix;
int seriesCount = m_visibleSeriesList.size();
@@ -354,7 +354,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
// Get the depth view matrix
// It may be possible to hack lightPos here if we want to make some tweaks to shadow
- QVector3D depthLightPos = activeCamera->calculatePositionRelativeToCamera(
+ QVector3D depthLightPos = activeCamera->d_ptr->calculatePositionRelativeToCamera(
zeroVector, 0.0f, 2.5f / m_autoScaleAdjustment);
depthViewMatrix.lookAt(depthLightPos, zeroVector, upVector);
// Set the depth projection matrix