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Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp28
1 files changed, 1 insertions, 27 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index 073644db..0edaee60 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -227,7 +227,7 @@ void Scatter3DRenderer::updateScene(Q3DScene *scene)
scene->activeCamera()->setMinYRotation(-90.0f);
if (m_hasHeightAdjustmentChanged) {
- // Set initial m_cachedScene->activeCamera() position. Also update if height adjustment has changed.
+ // Set initial camera position. Also update if height adjustment has changed.
scene->activeCamera()->setBaseOrientation(cameraDistanceVector, zeroVector, upVector);
m_hasHeightAdjustmentChanged = false;
}
@@ -437,19 +437,6 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
m_primarySubViewport.y(),
m_primarySubViewport.width(),
m_primarySubViewport.height());
-
-#if 0 // Use this if you want to see what is being drawn to the framebuffer
- // You'll also have to comment out GL_COMPARE_R_TO_TEXTURE -line in texturehelper (if using it)
- m_labelShader->bind();
- glEnable(GL_TEXTURE_2D);
- QMatrix4x4 modelMatrix;
- QMatrix4x4 viewmatrix;
- viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.5f), zeroVector, upVector);
- QMatrix4x4 MVPMatrix = projectionViewMatrix * modelMatrix;
- m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
- m_drawer->drawObject(m_labelShader, m_labelObj, m_depthTexture);
- glDisable(GL_TEXTURE_2D);
-#endif
}
ShaderHelper *pointSelectionShader = m_selectionShader;
@@ -571,19 +558,6 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
m_primarySubViewport.y(),
m_primarySubViewport.width(),
m_primarySubViewport.height());
-
-#if 0 // Use this if you want to see what is being drawn to the framebuffer
- m_labelShader->bind();
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_TEXTURE_2D);
- QMatrix4x4 modelMatrix;
- QMatrix4x4 viewmatrix;
- viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.0f), zeroVector, upVector);
- QMatrix4x4 MVPMatrix = projectionViewMatrix * modelMatrix;
- m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
- m_drawer->drawObject(m_labelShader, m_labelObj, m_selectionTexture);
- glDisable(GL_TEXTURE_2D);
-#endif
}
// Draw dots