--User changes

-Change how the PositiveYUp option is actually handled to make things more compatible with Apophysis. depending on the value of that option:
 --Moving an affine up or down will mean a positive or negative value.
 --Locally, the display of the affine will be flipped.

--Bug fixes
 -Fix waffle.
This commit is contained in:
Person
2020-01-16 20:22:41 -08:00
parent 6a14ef89e4
commit f806ba745d
3 changed files with 10 additions and 41 deletions

View File

@ -34,42 +34,6 @@
"void main() {\n"
" gl_FragColor = texture2D(quadtex, texcoord.st);\n"
"}\n";
/*
static const char* vertexShaderSource =
"#version 120\n"
"in vec4 posattr;\n"
"uniform mat4 matrix;\n"
"void main() {\n"
" gl_Position = matrix * posattr;\n"
"}\n";
static const char* fragmentShaderSource =
"#version 120\n"
"uniform vec4 mycolor;\n"
"out vec4 fragout;"
"void main() {\n"
" fragout = mycolor;\n"
"}\n";
static const char* quadVertexShaderSource =
"#version 120\n"
"in vec4 posattr;\n"
"uniform mat4 matrix;\n"
"out vec4 texcoord;\n"
"void main() {\n"
" gl_Position = matrix * posattr;\n"
" texcoord = posattr;\n"
"}\n";
static const char* quadFragmentShaderSource =
"#version 120\n"
"uniform sampler2D quadtex;\n"
"in vec4 texcoord;\n"
"out vec4 fragout;"
"void main() {\n"
" fragout = texture(quadtex, texcoord.st);\n"
"}\n"; */
#endif
/// <summary>
@ -585,7 +549,12 @@ void GLWidget::paintGL()
#else
m_Program->bind();
m_ProjMatrix.setToIdentity();
m_ProjMatrix.ortho(-unitX, unitX, -unitY, unitY, -1, 1);//Projection matrix: OpenGL camera is always centered, just move the ember internally inside the renderer.
if (!controller->Renderer()->YAxisUp())
m_ProjMatrix.ortho(-unitX, unitX, unitY, -unitY, -1, 1);//Projection matrix: OpenGL camera is always centered, just move the ember internally inside the renderer.
else
m_ProjMatrix.ortho(-unitX, unitX, -unitY, unitY, -1, 1);
m_ModelViewMatrix.setToIdentity();
//this->DrawUnitSquare();
controller->GLController()->DrawAffines(pre, post);