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