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Diffstat (limited to 'src/datavisualization/engine/surface3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp10
1 files changed, 3 insertions, 7 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index 58f97b0a..ced4c789 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -1196,8 +1196,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
- Abstract3DRenderer::drawCustomItems(RenderingDepth, m_depthShader, m_volumeTextureShader,
- m_volumeTextureSliceShader, viewMatrix,
+ Abstract3DRenderer::drawCustomItems(RenderingDepth, m_depthShader, viewMatrix,
projectionViewMatrix,
depthProjectionViewMatrix, m_depthTexture,
m_shadowQualityToShader);
@@ -1234,8 +1233,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
glDisableVertexAttribArray(m_depthShader->posAtt());
- Abstract3DRenderer::drawCustomItems(RenderingDepth, m_depthShader, m_volumeTextureShader,
- m_volumeTextureSliceShader, viewMatrix,
+ Abstract3DRenderer::drawCustomItems(RenderingDepth, m_depthShader, viewMatrix,
projectionViewMatrix,
depthProjectionViewMatrix, m_depthTexture,
m_shadowQualityToShader);
@@ -1292,7 +1290,6 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
}
m_surfaceGridShader->bind();
Abstract3DRenderer::drawCustomItems(RenderingSelection, m_surfaceGridShader,
- m_volumeTextureShader, m_volumeTextureSliceShader,
viewMatrix,
projectionViewMatrix, depthProjectionViewMatrix,
m_depthTexture, m_shadowQualityToShader);
@@ -1864,8 +1861,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
}
}
- Abstract3DRenderer::drawCustomItems(RenderingNormal, m_customItemShader, m_volumeTextureShader,
- m_volumeTextureSliceShader, viewMatrix,
+ Abstract3DRenderer::drawCustomItems(RenderingNormal, m_customItemShader, viewMatrix,
projectionViewMatrix, depthProjectionViewMatrix,
m_depthTexture, m_shadowQualityToShader);