Use correct eye position in orthogonal projection mode (fixes #1058).

master
Torsten Paul 2015-01-04 16:50:37 +01:00
parent 86daffdfd7
commit 712049795f
2 changed files with 10 additions and 21 deletions

View File

@ -101,25 +101,11 @@ void Camera::viewAll(const BoundingBox &bbox, float scalefactor)
void Camera::zoom(int delta)
{
if (this->projection == PERSPECTIVE) {
this->viewer_distance *= pow(0.9, delta / 120.0);
}
else {
this->height *= pow(0.9, delta / 120.0);
}
this->viewer_distance *= pow(0.9, delta / 120.0);
this->height = this->viewer_distance;
}
void Camera::setProjection(ProjectionType type)
{
if (this->projection != type) {
switch (type) {
case PERSPECTIVE:
this->viewer_distance = this->height;
break;
case ORTHOGONAL:
this->height = this->viewer_distance;
break;
}
this->projection = type;
}
this->projection = type;
}

View File

@ -91,21 +91,23 @@ void GLView::setupCamera()
glLoadIdentity();
switch (this->cam.type) {
case Camera::GIMBAL:
case Camera::GIMBAL: {
double eyeY = 0.0;
switch (this->cam.projection) {
case Camera::PERSPECTIVE: {
double dist = cam.viewer_distance;
gluPerspective(cam.fov, aspectratio, 0.1*dist, 100*dist);
eyeY = cam.viewer_distance;
gluPerspective(cam.fov, aspectratio, 0.1 * eyeY, 100 * eyeY);
break;
}
case Camera::ORTHOGONAL: {
eyeY = cam.height;
glOrtho(-cam.height/2*aspectratio, cam.height*aspectratio/2,
-cam.height/2, cam.height/2,
-far_far_away, +far_far_away);
break;
}
}
gluLookAt(0.0, -cam.viewer_distance, 0.0,
gluLookAt(0.0, -eyeY, 0.0,
0.0, 0.0, 0.0,
0.0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
@ -114,6 +116,7 @@ void GLView::setupCamera()
glRotated(cam.object_rot.y(), 0.0, 1.0, 0.0);
glRotated(cam.object_rot.z(), 0.0, 0.0, 1.0);
break;
}
case Camera::VECTOR: {
switch (this->cam.projection) {
case Camera::PERSPECTIVE: {