diff options
Diffstat (limited to 'src/datavisualization/engine/surface3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/surface3drenderer.cpp | 6 |
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); |