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-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp7
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);