shot.camera -> shot.Camera()
shot.similarity.Matrix() -> shot.Similarity().Matrix()
This commit is contained in:
parent
a00bf751be
commit
07d2259700
|
|
@ -23,6 +23,9 @@
|
||||||
/****************************************************************************
|
/****************************************************************************
|
||||||
History
|
History
|
||||||
$Log: not supported by cvs2svn $
|
$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
|
Revision 1.5 2005/02/11 11:43:09 tommyfranken
|
||||||
FromTrackball() corrected
|
FromTrackball() corrected
|
||||||
|
|
||||||
|
|
@ -68,24 +71,24 @@ struct GlShot {
|
||||||
typedef typename ShotType::ScalarType ScalarType;
|
typedef typename ShotType::ScalarType ScalarType;
|
||||||
typedef typename GlCamera<typename ShotType::CameraType> GlCameraType;
|
typedef typename GlCamera<typename ShotType::CameraType> GlCameraType;
|
||||||
|
|
||||||
static void MatrixGL(const ShotType & shot,vcg::Matrix44<ScalarType> & m) {
|
static void MatrixGL(ShotType & shot,vcg::Matrix44<ScalarType> & m) {
|
||||||
m = shot.similarity.Matrix();
|
m = shot.Similarity().Matrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
static void TransformGL(const vcg::Shot<ScalarType> & shot){
|
static void TransformGL(vcg::Shot<ScalarType> & shot){
|
||||||
vcg::Matrix44<ScalarType> m;
|
vcg::Matrix44<ScalarType> m;
|
||||||
MatrixGL(shot,m);
|
MatrixGL(shot,m);
|
||||||
glMultMatrix(m);
|
glMultMatrix(m);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void SetView(const vcg::Shot<ScalarType> & shot){
|
static void SetView(vcg::Shot<ScalarType> & shot){
|
||||||
assert(glGetError() == 0);
|
assert(glGetError() == 0);
|
||||||
glMatrixMode(GL_PROJECTION);
|
glMatrixMode(GL_PROJECTION);
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
|
|
||||||
assert(glGetError() == 0);
|
assert(glGetError() == 0);
|
||||||
GlCameraType::TransformGL(shot.camera); // apply camera/modelview transformation
|
GlCameraType::TransformGL(shot.Camera()); // apply camera/modelview transformation
|
||||||
assert(glGetError() == 0);
|
assert(glGetError() == 0);
|
||||||
|
|
||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue