diff --git a/wrap/gui/trackball.cpp b/wrap/gui/trackball.cpp index 8f131315..69c70b97 100644 --- a/wrap/gui/trackball.cpp +++ b/wrap/gui/trackball.cpp @@ -177,7 +177,7 @@ void Trackball::DrawPostApply() { } void Trackball::Apply () { - glTranslate (center);track.Matrix().print(); + glTranslate (center); glMultMatrix (track.Matrix()); glTranslate (-center); } diff --git a/wrap/gui/view.h b/wrap/gui/view.h index ceb3e6c9..5574d90a 100644 --- a/wrap/gui/view.h +++ b/wrap/gui/view.h @@ -134,30 +134,13 @@ public: }; template void View::GetView() { - double m[16]; - - // Don't use GL_TRANSPOSE_*_MATRIX_ARB - // they are veeeery evil! - // On many OpenGL implementation they just don't work, causing endless hours of debugging! - - /* - glGetDoublev(GL_TRANSPOSE_PROJECTION_MATRIX_ARB, m); - proj.Import(Matrix44d(m)); - glGetDoublev(GL_TRANSPOSE_MODELVIEW_MATRIX_ARB, m); - model.Import(Matrix44d(m)); - */ - - // Use standard routines, and transpose manually. - // some 10^-20 seconds slower, but a lot safer - - glGetv(GL_PROJECTION_MATRIX,proj); - glGetv(GL_MODELVIEW_MATRIX,model); - + glGetv(GL_PROJECTION_MATRIX,proj); + glGetv(GL_MODELVIEW_MATRIX,model); glGetIntegerv(GL_VIEWPORT, (GLint*)viewport); - - matrix = proj*model; - inverse = matrix; - Invert(inverse); + + matrix = proj*model; + inverse = matrix; + Invert(inverse); } template void View::SetView() {