From 40720e02e98c298a751d06b1152f1274027c7eb1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tomi=20Korpip=C3=A4=C3=A4?= Date: Fri, 11 Oct 2013 10:35:35 +0300 Subject: Surface slice view lighting adjusted Change-Id: I5ac4ea2e06d6682d65690990e7d23a1e1f6f0b6c Change-Id: I5ac4ea2e06d6682d65690990e7d23a1e1f6f0b6c Reviewed-by: Mika Salmela --- src/datavisualization/engine/surface3drenderer.cpp | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) (limited to 'src/datavisualization') diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp index b12cb78e..d2dcf634 100644 --- a/src/datavisualization/engine/surface3drenderer.cpp +++ b/src/datavisualization/engine/surface3drenderer.cpp @@ -529,9 +529,9 @@ void Surface3DRenderer::drawSlicedScene() surfaceShader->setUniformValue(surfaceShader->nModel(), itModelMatrix.inverted().transposed()); surfaceShader->setUniformValue(surfaceShader->MVP(), MVPMatrix); surfaceShader->setUniformValue(surfaceShader->color(), color); - surfaceShader->setUniformValue(surfaceShader->ambientS(), m_cachedTheme.m_ambientStrength); - surfaceShader->setUniformValue(surfaceShader->lightS(), - m_cachedTheme.m_lightStrength * 2.0f); + surfaceShader->setUniformValue(surfaceShader->lightS(), 0.25f); + surfaceShader->setUniformValue(surfaceShader->ambientS(), + m_cachedTheme.m_ambientStrength * 2.0f); m_drawer->drawObject(surfaceShader, m_sliceSurfaceObj); @@ -570,11 +570,8 @@ void Surface3DRenderer::drawSlicedScene() lineShader->setUniformValue(lineShader->lightP(), lightPos); lineShader->setUniformValue(lineShader->view(), viewMatrix); lineShader->setUniformValue(lineShader->color(), lineColor); - lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength); - - // Set shadowless shader bindings, no shadows on slice view - lineShader->setUniformValue(lineShader->lightS(), - m_cachedTheme.m_lightStrength * 0.5f); + lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength * 2.0f); + lineShader->setUniformValue(lineShader->lightS(), 0.25f); // Back wall GLfloat lineStep = 2.0f * m_axisCacheY.subSegmentStep() / m_heightNormalizer; -- cgit v1.2.3