From a4f1145f067376681a9aab75fe48635f529d5016 Mon Sep 17 00:00:00 2001 From: Stephen Birarda Date: Thu, 9 Jul 2015 16:01:41 -0700 Subject: [PATCH] fix QTimer connection to nodeList --- interface/src/Application.cpp | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 07ddfe1377..48af04b031 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -396,7 +396,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) : // setup a timer for domain-server check ins QTimer* domainCheckInTimer = new QTimer(nodeList); - connect(domainCheckInTimer, &QTimer::timeout, nodeList, &NodeList::sendDomainServerCheckIn); + connect(domainCheckInTimer, &QTimer::timeout, nodeList.data(), &NodeList::sendDomainServerCheckIn); domainCheckInTimer->start(DOMAIN_SERVER_CHECK_IN_MSECS); // put the NodeList and datagram processing on the node thread @@ -987,7 +987,7 @@ void Application::paintGL() { renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE; if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) { - renderRearViewMirror(&renderArgs, _mirrorViewRect); + renderRearViewMirror(&renderArgs, _mirrorViewRect); } renderArgs._renderMode = RenderArgs::NORMAL_RENDER_MODE; @@ -1853,7 +1853,7 @@ void Application::idle() { // After finishing all of the above work, ensure the idle timer is set to the proper interval, // depending on whether we're throttling or not idleTimer->start(_glWidget->isThrottleRendering() ? THROTTLED_IDLE_TIMER_DELAY : 0); - } + } // check for any requested background downloads. emit checkBackgroundDownloads(); @@ -3308,7 +3308,7 @@ namespace render { const float APPROXIMATE_DISTANCE_FROM_HORIZON = 0.1f; const float DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON = 0.2f; - glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation()) + glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation()) / closestData.getAtmosphereOuterRadius(); float height = glm::distance(args->_viewFrustum->getPosition()/*theCamera.getPosition()*/, closestData.getAtmosphereCenter()); if (height < closestData.getAtmosphereInnerRadius()) { @@ -3316,8 +3316,8 @@ namespace render { alpha = 0.0f; if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) { - float directionY = glm::clamp(sunDirection.y, - -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + float directionY = glm::clamp(sunDirection.y, + -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + APPROXIMATE_DISTANCE_FROM_HORIZON; alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON); } @@ -3328,8 +3328,8 @@ namespace render { (closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius()); if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) { - float directionY = glm::clamp(sunDirection.y, - -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + float directionY = glm::clamp(sunDirection.y, + -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + APPROXIMATE_DISTANCE_FROM_HORIZON; alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON); } @@ -3506,8 +3506,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se pendingChanges.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload); } else { - pendingChanges.updateItem(WorldBoxRenderData::_item, - [](WorldBoxRenderData& payload) { + pendingChanges.updateItem(WorldBoxRenderData::_item, + [](WorldBoxRenderData& payload) { payload._val++; }); } @@ -3526,7 +3526,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se } { - PerformanceTimer perfTimer("SceneProcessPendingChanges"); + PerformanceTimer perfTimer("SceneProcessPendingChanges"); _main3DScene->enqueuePendingChanges(pendingChanges); _main3DScene->processPendingChangesQueue(); @@ -4835,7 +4835,7 @@ qreal Application::getDevicePixelRatio() { mat4 Application::getEyeProjection(int eye) const { if (isHMDMode()) { return OculusManager::getEyeProjection(eye); - } + } return _viewFrustum.getProjection(); }