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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-09 13:22:24 +03:00

0024381: Visualization, TKOpenGl - revise matrices stack and usage of temporary matrices

0025301: Visualization, TKOpenGl - transpose matrix manually before glUniformMatrix4fv()

OpenGl_View::ReleaseGlResources() - release GL resources of trihedron, do not destroy it
This commit is contained in:
duv
2014-11-03 23:18:25 +03:00
committed by bugmaster
parent 00ea319b16
commit c827ea3a68
38 changed files with 1968 additions and 955 deletions

View File

@@ -384,7 +384,7 @@ void OpenGl_ShaderManager::SetShadingModel (const Visual3d_TypeOfModel theModel)
// function : SetProjectionState
// purpose : Sets new state of OCCT projection transform
// =======================================================================
void OpenGl_ShaderManager::UpdateProjectionStateTo (const Tmatrix3* theProjectionMatrix)
void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
{
myProjectionState.Set (theProjectionMatrix);
myProjectionState.Update();
@@ -394,7 +394,7 @@ void OpenGl_ShaderManager::UpdateProjectionStateTo (const Tmatrix3* theProjectio
// function : SetModelWorldState
// purpose : Sets new state of OCCT model-world transform
// =======================================================================
void OpenGl_ShaderManager::UpdateModelWorldStateTo (const Tmatrix3* theModelWorldMatrix)
void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
{
myModelWorldState.Set (theModelWorldMatrix);
myModelWorldState.Update();
@@ -404,7 +404,7 @@ void OpenGl_ShaderManager::UpdateModelWorldStateTo (const Tmatrix3* theModelWorl
// function : SetWorldViewState
// purpose : Sets new state of OCCT world-view transform
// =======================================================================
void OpenGl_ShaderManager::UpdateWorldViewStateTo (const Tmatrix3* theWorldViewMatrix)
void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
{
myWorldViewState.Set (theWorldViewMatrix);
myWorldViewState.Update();
@@ -414,7 +414,7 @@ void OpenGl_ShaderManager::UpdateWorldViewStateTo (const Tmatrix3* theWorldViewM
// function : RevertProjectionStateTo
// purpose : Reverts state of OCCT projection transform
// =======================================================================
void OpenGl_ShaderManager::RevertProjectionStateTo (const Tmatrix3* theProjectionMatrix)
void OpenGl_ShaderManager::RevertProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
{
myProjectionState.Set (theProjectionMatrix);
myProjectionState.Revert();
@@ -424,7 +424,7 @@ void OpenGl_ShaderManager::RevertProjectionStateTo (const Tmatrix3* theProjectio
// function : RevertModelWorldStateTo
// purpose : Reverts state of OCCT model-world transform
// =======================================================================
void OpenGl_ShaderManager::RevertModelWorldStateTo (const Tmatrix3* theModelWorldMatrix)
void OpenGl_ShaderManager::RevertModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
{
myModelWorldState.Set (theModelWorldMatrix);
myModelWorldState.Revert();
@@ -434,7 +434,7 @@ void OpenGl_ShaderManager::RevertModelWorldStateTo (const Tmatrix3* theModelWorl
// function : RevertWorldViewStateTo
// purpose : Reverts state of OCCT world-view transform
// =======================================================================
void OpenGl_ShaderManager::RevertWorldViewStateTo (const Tmatrix3* theWorldViewMatrix)
void OpenGl_ShaderManager::RevertWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
{
myWorldViewState.Set (theWorldViewMatrix);
myWorldViewState.Revert();