shot.camera -> shot.Camera()

shot.similarity.Matrix() -> shot.Similarity().Matrix()
This commit is contained in:
Paolo Cignoni 2005-11-25 10:33:33 +00:00
parent a00bf751be
commit 07d2259700
1 changed files with 8 additions and 5 deletions

View File

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