Sun, 09 Mar 2014 14:04:06 +0200
- minor stuff
src/GLCompiler.cc | file | annotate | diff | comparison | revisions | |
src/GLRenderer.cc | file | annotate | diff | comparison | revisions |
--- a/src/GLCompiler.cc Mon Feb 24 00:59:57 2014 +0200 +++ b/src/GLCompiler.cc Sun Mar 09 14:04:06 2014 +0200 @@ -257,7 +257,7 @@ // void GLCompiler::compileObject (LDObject* obj) { - log ("compile #%1\n", obj->getID() ); + log ("compile #%1\n", obj->getID()); ObjectVBOInfo info; dropObject (obj); compileSubObject (obj, obj, &info); @@ -340,8 +340,6 @@ // void GLCompiler::compileSubObject (LDObject* obj, LDObject* topobj, ObjectVBOInfo* objinfo) { - CLOCK_INIT - switch (obj->getType()) { // Note: We cannot split quads into triangles here, it would mess up the @@ -362,6 +360,7 @@ { LDSubfile* ref = static_cast<LDSubfile*> (obj); auto data = ref->inlinePolygons(); + log ("inlinePolygons yielded %1 polys\n", data.size()); for (LDPolygon& poly : data) {
--- a/src/GLRenderer.cc Mon Feb 24 00:59:57 2014 +0200 +++ b/src/GLRenderer.cc Sun Mar 09 14:04:06 2014 +0200 @@ -120,7 +120,7 @@ GLRenderer::GLRenderer (QWidget* parent) : QGLWidget (parent) { m_Picking = m_rangepick = false; - m_camera = (GL::EFixedCamera) gl_camera; + m_camera = (EFixedCamera) gl_camera; m_drawToolTip = false; m_EditMode = ESelectMode; m_rectdraw = false; @@ -372,7 +372,7 @@ glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable (GL_DEPTH_TEST); - if (m_camera != EFreeCamera) + if (camera() != EFreeCamera) { glMatrixMode (GL_PROJECTION); glPushMatrix(); @@ -381,7 +381,7 @@ glOrtho (-m_virtWidth, m_virtWidth, -m_virtHeight, m_virtHeight, -100.0f, 100.0f); glTranslatef (pan (X), pan (Y), 0.0f); - if (m_camera != EFrontCamera && m_camera != EBackCamera) + if (camera() != EFrontCamera && camera() != EBackCamera) { glRotatef (90.0f, g_FixedCameras[camera()].glrotate[0], g_FixedCameras[camera()].glrotate[1], @@ -389,7 +389,7 @@ } // Back camera needs to be handled differently - if (m_camera == GLRenderer::EBackCamera) + if (camera() == EBackCamera) { glRotatef (180.0f, 1.0f, 0.0f, 0.0f); glRotatef (180.0f, 0.0f, 0.0f, 1.0f); @@ -496,7 +496,7 @@ assert (camera() != EFreeCamera); Vertex pos3d; - const LDFixedCameraInfo* cam = &g_FixedCameras[m_camera]; + const LDFixedCameraInfo* cam = &g_FixedCameras[camera()]; const Axis axisX = cam->axisX; const Axis axisY = cam->axisY; const int negXFac = cam->negX ? -1 : 1, @@ -533,7 +533,7 @@ QPoint GLRenderer::coordconv3_2 (const Vertex& pos3d) const { GLfloat m[16]; - const LDFixedCameraInfo* cam = &g_FixedCameras[m_camera]; + const LDFixedCameraInfo* cam = &g_FixedCameras[camera()]; const Axis axisX = cam->axisX; const Axis axisY = cam->axisY; const int negXFac = cam->negX ? -1 : 1, @@ -579,15 +579,15 @@ if (isDrawOnly()) return; - if (m_camera != EFreeCamera && !isPicking()) + if (camera() != EFreeCamera && !isPicking()) { // Paint the overlay image if we have one - const LDGLOverlay& overlay = currentDocumentData().overlays[m_camera]; + const LDGLOverlay& overlay = currentDocumentData().overlays[camera()]; if (overlay.img != null) { - QPoint v0 = coordconv3_2 (currentDocumentData().overlays[m_camera].v0), - v1 = coordconv3_2 (currentDocumentData().overlays[m_camera].v1); + QPoint v0 = coordconv3_2 (currentDocumentData().overlays[camera()].v0), + v1 = coordconv3_2 (currentDocumentData().overlays[camera()].v1); QRect targRect (v0.x(), v0.y(), abs (v1.x() - v0.x()), abs (v1.y() - v0.y())), srcRect (0, 0, overlay.img->width(), overlay.img->height()); @@ -1307,7 +1307,7 @@ case ECircleMode: { // Cannot draw into the free camera - use top instead. - if (m_camera == EFreeCamera) + if (camera() == EFreeCamera) setCamera (ETopCamera); // Disable the context menu - we need the right mouse button @@ -1578,7 +1578,7 @@ // void GLRenderer::getRelativeAxes (Axis& relX, Axis& relY) const { - const LDFixedCameraInfo* cam = &g_FixedCameras[m_camera]; + const LDFixedCameraInfo* cam = &g_FixedCameras[camera()]; relX = cam->axisX; relY = cam->axisY; } @@ -1674,7 +1674,7 @@ Axis GLRenderer::getCameraAxis (bool y, GLRenderer::EFixedCamera camid) { if (camid == (GL::EFixedCamera) - 1) - camid = m_camera; + camid = camera(); const LDFixedCameraInfo* cam = &g_FixedCameras[camid]; return (y) ? cam->axisY : cam->axisX;