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-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index e23af8d4..4dbd48ba 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -535,7 +535,7 @@ void Surface3DRenderer::updateScene(Q3DScene *scene)
// Set initial camera position
// X must be 0 for rotation to work - we can use "setCameraRotation" for setting it later
if (m_hasHeightAdjustmentChanged) {
- scene->activeCamera()->setBaseOrientation(cameraDistanceVector, zeroVector, upVector);
+ scene->activeCamera()->d_ptr->setBaseOrientation(cameraDistanceVector, zeroVector, upVector);
// For now this is used just to make things once. Proper use will come
m_hasHeightAdjustmentChanged = false;
}
@@ -857,7 +857,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
/ (GLfloat)m_primarySubViewport.height(), 0.1f, 100.0f);
// Calculate view matrix
- QMatrix4x4 viewMatrix = m_cachedScene->activeCamera()->viewMatrix();
+ QMatrix4x4 viewMatrix = m_cachedScene->activeCamera()->d_ptr->viewMatrix();
QMatrix4x4 projectionViewMatrix = projectionMatrix * viewMatrix;
@@ -914,7 +914,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
// Get the depth view matrix
// It may be possible to hack lightPos here if we want to make some tweaks to shadow
- QVector3D depthLightPos = m_cachedScene->activeCamera()->calculatePositionRelativeToCamera(
+ QVector3D depthLightPos = m_cachedScene->activeCamera()->d_ptr->calculatePositionRelativeToCamera(
zeroVector, 0.0f, 3.5f / m_autoScaleAdjustment);
depthViewMatrix.lookAt(depthLightPos, zeroVector, upVector);