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); //}