Wed, 08 Feb 2017 16:45:32 +0200
Changed from GLdouble to GLfloat. Apparently the performance difference is greater on the GPU..? It doesn't really matter but let's be consistent.
src/glRenderer.cpp | file | annotate | diff | comparison | revisions | |
src/glRenderer.h | file | annotate | diff | comparison | revisions |
--- a/src/glRenderer.cpp Wed Feb 08 16:38:59 2017 +0200 +++ b/src/glRenderer.cpp Wed Feb 08 16:45:32 2017 +0200 @@ -214,9 +214,9 @@ glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); - glRotated(30, 1, 0, 0); - glRotated(330, 0, 1, 0); - glGetDoublev(GL_MODELVIEW_MATRIX, currentDocumentData().rotationMatrix); + glRotatef(30, 1, 0, 0); + glRotatef(330, 0, 1, 0); + glGetFloatv(GL_MODELVIEW_MATRIX, currentDocumentData().rotationMatrix); glPopMatrix(); panning(X) = panning(Y) = 0.0f; needZoomToFit(); @@ -406,7 +406,7 @@ glLoadIdentity(); glTranslatef(0.0f, 0.0f, -2.0f); glTranslatef(panning (X), panning (Y), -zoom()); - glMultMatrixd(currentDocumentData().rotationMatrix); + glMultMatrixf(currentDocumentData().rotationMatrix); } glEnableClientState (GL_VERTEX_ARRAY); @@ -612,7 +612,7 @@ #ifndef RELEASE { QString text = format("Rotation: %1\nPanning: (%2, %3), Zoom: %4", - QGenericMatrix<4, 4, GLdouble>(currentDocumentData().rotationMatrix), panning(X), panning(Y), zoom()); + QGenericMatrix<4, 4, GLfloat>(currentDocumentData().rotationMatrix), panning(X), panning(Y), zoom()); QRect textSize = metrics.boundingRect(0, 0, m_width, m_height, Qt::AlignCenter, text); painter.setPen(textPen()); painter.drawText((width() - textSize.width()) / 2, height() - textSize.height(), textSize.width(), @@ -807,9 +807,9 @@ glPushMatrix(); glLoadIdentity(); // 0.6 is an arbitrary rotation sensitivity scalar - glRotated(0.6 * hypot(xMove, yMove), yMove, xMove, 0); - glMultMatrixd(currentDocumentData().rotationMatrix); - glGetDoublev(GL_MODELVIEW_MATRIX, currentDocumentData().rotationMatrix); + glRotatef(0.6 * hypot(xMove, yMove), yMove, xMove, 0); + glMultMatrixf(currentDocumentData().rotationMatrix); + glGetFloatv(GL_MODELVIEW_MATRIX, currentDocumentData().rotationMatrix); glPopMatrix(); m_isCameraMoving = true; }