diff options
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/scatter3drenderer.cpp | 28 |
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 |