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remove Camera menu from frustum debugging, because its obsolete and only causes problems
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91aea82418
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0f234d739e
2 changed files with 1 additions and 13 deletions
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@ -1304,9 +1304,6 @@ void Application::initMenu() {
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_frustumOn->setShortcut(Qt::SHIFT | Qt::Key_F);
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(_viewFrustumFromOffset = frustumMenu->addAction(
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"Use Offset Camera", this, SLOT(setFrustumOffset(bool)), Qt::SHIFT | Qt::Key_O))->setCheckable(true);
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(_cameraFrustum = frustumMenu->addAction("Switch Camera"))->setCheckable(true);
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_cameraFrustum->setChecked(true);
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_cameraFrustum->setShortcut(Qt::SHIFT | Qt::Key_C);
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_frustumRenderModeAction = frustumMenu->addAction(
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"Render Mode", this, SLOT(cycleFrustumRenderMode()), Qt::SHIFT | Qt::Key_R);
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updateFrustumRenderModeAction();
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@ -1717,15 +1714,7 @@ void Application::updateAvatar(float deltaTime) {
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//
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void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
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// We will use these below, from either the camera or head vectors calculated above
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glm::vec3 position;
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// Camera or Head?
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if (_cameraFrustum->isChecked()) {
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position = camera.getPosition();
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} else {
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position = _myAvatar.getHeadJointPosition();
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}
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glm::vec3 position(camera.getPosition());
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float fov = camera.getFieldOfView();
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float nearClip = camera.getNearClip();
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float farClip = camera.getFarClip();
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@ -203,7 +203,6 @@ private:
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QAction* _destructiveAddVoxel; // when doing voxel editing do we want them to be destructive
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QAction* _frustumOn; // Whether or not to display the debug view frustum
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QAction* _viewFrustumFromOffset; // Whether or not to offset the view of the frustum
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QAction* _cameraFrustum; // which frustum to look at
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QAction* _fullScreenMode; // whether we are in full screen mode
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QAction* _frustumRenderModeAction;
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QAction* _settingsAutosave; // Whether settings are saved automatically
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