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-rw-r--r--src/datavisualization/utils/surfaceobject.cpp17
1 files changed, 9 insertions, 8 deletions
diff --git a/src/datavisualization/utils/surfaceobject.cpp b/src/datavisualization/utils/surfaceobject.cpp
index 6e4765e5..b0cd6c82 100644
--- a/src/datavisualization/utils/surfaceobject.cpp
+++ b/src/datavisualization/utils/surfaceobject.cpp
@@ -1,6 +1,6 @@
/****************************************************************************
**
-** Copyright (C) 2013 Digia Plc
+** Copyright (C) 2014 Digia Plc
** All rights reserved.
** For any questions to Digia, please use contact form at http://qt.digia.com
**
@@ -22,9 +22,7 @@
#include <QVector3D>
#include <QVector2D>
-#include <QDebug>
-
-QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+QT_BEGIN_NAMESPACE_DATAVISUALIZATION
SurfaceObject::SurfaceObject()
{
@@ -74,7 +72,8 @@ void SurfaceObject::setUpSmoothData(const QSurfaceDataArray &dataArray, const QR
float normalizedX = ((data.x() - xMin) / xNormalizer);
float normalizedY = ((data.y() - yMin) / yNormalizer);
float normalizedZ = ((data.z() - zMin) / zNormalizer);
- m_vertices[totalIndex] = QVector3D(normalizedX - 1.0f, normalizedY - 1.0f, normalizedZ + 1.0f);
+ m_vertices[totalIndex] = QVector3D(normalizedX - 1.0f, normalizedY - 1.0f,
+ normalizedZ + 1.0f);
if (changeGeometry)
uvs[totalIndex] = QVector2D(GLfloat(j) * uvX, GLfloat(i) * uvY);
totalIndex++;
@@ -195,7 +194,8 @@ void SurfaceObject::updateSmoothItem(const QSurfaceDataArray &dataArray, int row
float normalizedX = ((data.x() - xMin) / xNormalizer);
float normalizedY = ((data.y() - yMin) / yNormalizer);
float normalizedZ = ((data.z() - zMin) / zNormalizer);
- m_vertices[row * m_columns + column] = QVector3D(normalizedX - 1.0f, normalizedY - 1.0f, normalizedZ + 1.0f);
+ m_vertices[row * m_columns + column] = QVector3D(normalizedX - 1.0f, normalizedY - 1.0f,
+ normalizedZ + 1.0f);
// Create normals
int startRow = row;
@@ -354,7 +354,8 @@ void SurfaceObject::setUpData(const QSurfaceDataArray &dataArray, const QRect &s
float normalizedX = ((data.x() - xMin) / xNormalizer);
float normalizedY = ((data.y() - yMin) / yNormalizer);
float normalizedZ = ((data.z() - zMin) / zNormalizer);
- m_vertices[totalIndex] = QVector3D(normalizedX - 1.0f, normalizedY - 1.0f, normalizedZ + 1.0f);
+ m_vertices[totalIndex] = QVector3D(normalizedX - 1.0f, normalizedY - 1.0f,
+ normalizedZ + 1.0f);
if (changeGeometry)
uvs[totalIndex] = QVector2D(GLfloat(j) * uvX, GLfloat(i) * uvY);
@@ -681,4 +682,4 @@ QVector3D SurfaceObject::normal(const QVector3D &a, const QVector3D &b, const QV
return QVector3D::crossProduct(v1, v2);
}
-QT_DATAVISUALIZATION_END_NAMESPACE
+QT_END_NAMESPACE_DATAVISUALIZATION