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-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp10
1 files changed, 1 insertions, 9 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index f4b35803..492f4174 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -1082,20 +1082,12 @@ 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 = activeCamera->d_ptr->calculatePositionRelativeToCamera(
- zeroVector, 0.0f, 3.5f / m_autoScaleAdjustment);
+ zeroVector, 0.0f, 4.0f / m_autoScaleAdjustment);
depthViewMatrix.lookAt(depthLightPos, zeroVector, upVector);
// Set the depth projection matrix
-#ifndef USE_WIDER_SHADOWS
- // Use this for perspective shadows
depthProjectionMatrix.perspective(10.0f, (GLfloat)m_primarySubViewport.width()
/ (GLfloat)m_primarySubViewport.height(), 3.0f, 100.0f);
-#else
- // Use these for orthographic shadows
- depthProjectionMatrix.ortho(-2.0f * 2.0f, 2.0f * 2.0f,
- -2.0f, 2.0f,
- 0.0f, 100.0f);
-#endif
depthProjectionViewMatrix = depthProjectionMatrix * depthViewMatrix;
glDisable(GL_CULL_FACE);