diff options
Diffstat (limited to 'src/datavisualization/engine/surface3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/surface3drenderer.cpp | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp index 1f3a6932..54544396 100644 --- a/src/datavisualization/engine/surface3drenderer.cpp +++ b/src/datavisualization/engine/surface3drenderer.cpp @@ -40,7 +40,6 @@ QT_BEGIN_NAMESPACE_DATAVISUALIZATION //#define SHOW_DEPTH_TEXTURE_SCENE -const GLfloat aspectRatio = 2.0f; // Forced ratio of x and z to y. Dynamic will make it look odd. // Margin for background (1.10 make it 10% larger to avoid // selection ball being drawn inside background) const GLfloat backgroundMargin = 1.1f; @@ -2262,12 +2261,12 @@ void Surface3DRenderer::calculateSceneScalingFactors() m_areaSize.setHeight(m_axisCacheZ.max() - m_axisCacheZ.min()); m_areaSize.setWidth(m_axisCacheX.max() - m_axisCacheX.min()); m_scaleFactor = qMax(m_areaSize.width(), m_areaSize.height()); - m_scaleX = aspectRatio * m_areaSize.width() / m_scaleFactor; - m_scaleZ = aspectRatio * m_areaSize.height() / m_scaleFactor; + m_scaleX = m_graphAspectRatio * m_areaSize.width() / m_scaleFactor; + m_scaleZ = m_graphAspectRatio * m_areaSize.height() / m_scaleFactor; m_scaleXWithBackground = m_scaleX + backgroundMargin - 1.0f; m_scaleZWithBackground = m_scaleZ + backgroundMargin - 1.0f; - float factorScaler = 2.0f * aspectRatio / m_scaleFactor; + float factorScaler = 2.0f * m_graphAspectRatio / m_scaleFactor; m_axisCacheX.setScale(factorScaler * m_areaSize.width()); m_axisCacheZ.setScale(-factorScaler * m_areaSize.height()); m_axisCacheX.setTranslate(-m_axisCacheX.scale() / 2.0f); |