shot.camera -> shot.Camera()
shot.similarity.Matrix() -> shot.Similarity().Matrix()
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@ -23,6 +23,9 @@
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.6 2005/02/22 11:15:01 ganovelli
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added vcg namespace
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Revision 1.5 2005/02/11 11:43:09 tommyfranken
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FromTrackball() corrected
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@ -68,24 +71,24 @@ struct GlShot {
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typedef typename ShotType::ScalarType ScalarType;
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typedef typename GlCamera<typename ShotType::CameraType> GlCameraType;
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static void MatrixGL(const ShotType & shot,vcg::Matrix44<ScalarType> & m) {
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m = shot.similarity.Matrix();
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static void MatrixGL(ShotType & shot,vcg::Matrix44<ScalarType> & m) {
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m = shot.Similarity().Matrix();
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}
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static void TransformGL(const vcg::Shot<ScalarType> & shot){
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static void TransformGL(vcg::Shot<ScalarType> & shot){
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vcg::Matrix44<ScalarType> m;
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MatrixGL(shot,m);
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glMultMatrix(m);
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}
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static void SetView(const vcg::Shot<ScalarType> & shot){
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static void SetView(vcg::Shot<ScalarType> & shot){
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assert(glGetError() == 0);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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assert(glGetError() == 0);
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GlCameraType::TransformGL(shot.camera); // apply camera/modelview transformation
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GlCameraType::TransformGL(shot.Camera()); // apply camera/modelview transformation
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assert(glGetError() == 0);
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glMatrixMode(GL_MODELVIEW);
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