QtViewer: fix review findings.

pull/1048/head
Kim Kulling 2016-10-22 22:14:01 +02:00
parent 3b61ff4cf2
commit 79504c08d9
1 changed files with 6 additions and 6 deletions

View File

@ -325,7 +325,7 @@ void CGLView::ImportTextures(const QString& pScenePath)
void CGLView::BBox_GetForNode(const aiNode& pNode, const aiMatrix4x4& pParent_TransformationMatrix, SBBox& pNodeBBox, bool& pFirstAssign) void CGLView::BBox_GetForNode(const aiNode& pNode, const aiMatrix4x4& pParent_TransformationMatrix, SBBox& pNodeBBox, bool& pFirstAssign)
{ {
aiMatrix4x4 mat_trans = pParent_TransformationMatrix * pNode.mTransformation; aiMatrix4x4 mat_trans = pParent_TransformationMatrix * pNode.mTransformation;
// Check if node has meshes // Check if node has meshes
for(size_t idx_idx_mesh = 0; idx_idx_mesh < pNode.mNumMeshes; idx_idx_mesh++) for(size_t idx_idx_mesh = 0; idx_idx_mesh < pNode.mNumMeshes; idx_idx_mesh++)
@ -437,7 +437,7 @@ void CGLView::LogError(const QString& pMessage)
void CGLView::Draw_Node(const aiNode* pNode) void CGLView::Draw_Node(const aiNode* pNode)
{ {
aiMatrix4x4 mat_node = pNode->mTransformation; aiMatrix4x4 mat_node = pNode->mTransformation;
// Apply node transformation matrix. // Apply node transformation matrix.
mat_node.Transpose(); mat_node.Transpose();
@ -516,7 +516,7 @@ void CGLView::Draw_Mesh(const size_t pMesh_Index)
void CGLView::Draw_BBox(const SBBox& pBBox) void CGLView::Draw_BBox(const SBBox& pBBox)
{ {
aiVector3D vertex[8]; aiVector3D vertex[8];
BBox_GetVertices(pBBox, vertex); BBox_GetVertices(pBBox, vertex);
// Draw // Draw
@ -592,7 +592,7 @@ void CGLView::resizeGL(int pWidth, int pHeight)
void CGLView::paintGL() void CGLView::paintGL()
{ {
QTime time_paintbegin; QTime time_paintbegin;
time_paintbegin = QTime::currentTime(); time_paintbegin = QTime::currentTime();
@ -1015,8 +1015,8 @@ void CGLView::Lighting_DisableSource(const size_t pLightNumber)
void CGLView::Camera_Set(const size_t pCameraNumber) void CGLView::Camera_Set(const size_t pCameraNumber)
{ {
SHelper_Camera& hcam = mHelper_Camera;// reference with short name for conveniance. SHelper_Camera& hcam = mHelper_Camera;// reference with short name for conveniance.
aiVector3D up; aiVector3D up;
if(mCamera_DefaultAdded || (pCameraNumber >= mScene->mNumCameras))// If default camera used then 'pCameraNumber' doesn't matter. if(mCamera_DefaultAdded || (pCameraNumber >= mScene->mNumCameras))// If default camera used then 'pCameraNumber' doesn't matter.
{ {