diff --git a/config/sgct/single.xml b/config/sgct/single.xml
index 0507f9f5c0..b357da1600 100644
--- a/config/sgct/single.xml
+++ b/config/sgct/single.xml
@@ -18,18 +18,14 @@
-
-
-
-
-
-
-
-
+
+
+
+
-
+
diff --git a/src/rendering/renderengine.cpp b/src/rendering/renderengine.cpp
index 8dcc23133f..56eaf67f79 100644
--- a/src/rendering/renderengine.cpp
+++ b/src/rendering/renderengine.cpp
@@ -247,7 +247,7 @@ bool RenderEngine::initializeGL() {
}
else {*/
// get corner positions, calculating the forth to easily calculate center
- glm::vec3 corners[4];
+ //glm::vec3 corners[4];
/*corners[0] = wPtr->getCurrentViewport()->getViewPlaneCoords(
sgct_core::SGCTProjectionPlane::LowerLeft);
corners[1] = wPtr->getCurrentViewport()->getViewPlaneCoords(
@@ -256,8 +256,8 @@ bool RenderEngine::initializeGL() {
sgct_core::SGCTProjectionPlane::UpperRight);
corners[3] = glm::vec3(corners[2][0], corners[0][1], corners[2][2]);
*/
- const glm::vec3 center = (corners[0] + corners[1] + corners[2] + corners[3])
- / 4.0f;
+ //const glm::vec3 center = (corners[0] + corners[1] + corners[2] + corners[3])
+ /// 4.0f;
//#if 0
// // @TODO Remove the ifdef when the next SGCT version is released that requests the
@@ -270,27 +270,28 @@ bool RenderEngine::initializeGL() {
// const glm::vec3 eyePosition
// = sgct_core::ClusterManager::instance()->getUserPtr()->getPos();
//#endif
- const glm::vec3 eyePosition = sgct_core::ClusterManager::instance()->getDefaultUserPtr()->getPos();
+ //const glm::vec3 eyePosition = sgct_core::ClusterManager::instance()->getDefaultUserPtr()->getPos();
// get viewdirection, stores the direction in the camera, used for culling
- const glm::vec3 viewdir = glm::normalize(eyePosition - center);
- _mainCamera->setCameraDirection(-viewdir);
- _mainCamera->setLookUpVector(glm::vec3(0.0, 1.0, 0.0));
+ //const glm::vec3 viewdir = glm::normalize(eyePosition - center);
+ _mainCamera->setCameraDirection(glm::vec3(0.f, 0.f, -1.f));
+ _mainCamera->setLookUpVector(glm::vec3(0.f, 1.f, 0.f));
// set the initial fov to be 0.0 which means everything will be culled
- float maxFov = 0.0f;
+ //float maxFov = 0.0f;
+ float maxFov = std::numeric_limits::max();
- // for each corner
- for (int i = 0; i < 4; ++i) {
- // calculate radians to corner
- glm::vec3 dir = glm::normalize(eyePosition - corners[i]);
- float radsbetween = acos(glm::dot(viewdir, dir))
- / (glm::length(viewdir) * glm::length(dir));
+ //// for each corner
+ //for (int i = 0; i < 4; ++i) {
+ // // calculate radians to corner
+ // glm::vec3 dir = glm::normalize(eyePosition - corners[i]);
+ // float radsbetween = acos(glm::dot(viewdir, dir))
+ // / (glm::length(viewdir) * glm::length(dir));
- // the angle to a corner is larger than the current maxima
- if (radsbetween > maxFov) {
- maxFov = radsbetween;
- }
- }
+ // // the angle to a corner is larger than the current maxima
+ // if (radsbetween > maxFov) {
+ // maxFov = radsbetween;
+ // }
+ //}
_mainCamera->setMaxFov(maxFov);
//}