Follow-up of 2d9953069a
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cd19756a1d
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5631b2cb7c
2 changed files with 6 additions and 6 deletions
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@ -103,13 +103,13 @@ double Camera::get_fov() const
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};
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}
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void Camera::apply_viewport(int x, int y, unsigned int w, unsigned int h) const
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void Camera::apply_viewport(int x, int y, unsigned int w, unsigned int h)
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{
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glsafe(::glViewport(0, 0, w, h));
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glsafe(::glGetIntegerv(GL_VIEWPORT, const_cast<std::array<int, 4>*>(&m_viewport)->data()));
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glsafe(::glGetIntegerv(GL_VIEWPORT, m_viewport.data()));
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}
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void Camera::apply_view_matrix() const
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void Camera::apply_view_matrix()
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{
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glsafe(::glMatrixMode(GL_MODELVIEW));
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glsafe(::glLoadIdentity());
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@ -91,8 +91,8 @@ public:
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double get_fov() const;
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void apply_viewport(int x, int y, unsigned int w, unsigned int h) const;
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void apply_view_matrix() const;
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void apply_viewport(int x, int y, unsigned int w, unsigned int h);
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void apply_view_matrix();
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// Calculates and applies the projection matrix tighting the frustrum z range around the given box.
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// If larger z span is needed, pass the desired values of near and far z (negative values are ignored)
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void apply_projection(const BoundingBoxf3& box, double near_z = -1.0, double far_z = -1.0);
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@ -105,7 +105,7 @@ public:
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#endif // ENABLE_CAMERA_STATISTICS
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// translate the camera in world space
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void translate_world(const Vec3d& displacement) { this->set_target(m_target + displacement); }
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void translate_world(const Vec3d& displacement) { set_target(m_target + displacement); }
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// rotate the camera on a sphere having center == m_target and radius == m_distance
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// using the given variations of spherical coordinates
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