if (myProjectionState != myCamera->ProjectionState())
{
myProjectionState = myCamera->ProjectionState();
- aManager->UpdateProjectionStateTo ((const Tmatrix3*)myCamera->ProjectionMatrix().GetData());
+ aManager->UpdateProjectionStateTo ((const Tmatrix3*)myCamera->ProjectionMatrixF().GetData());
}
if (myModelViewState != myCamera->ModelViewState())
{
myModelViewState = myCamera->ModelViewState();
- aManager->UpdateWorldViewStateTo ((const Tmatrix3*)myCamera->OrientationMatrix().GetData());
+ aManager->UpdateWorldViewStateTo ((const Tmatrix3*)myCamera->OrientationMatrixF().GetData());
}
if (aManager->ModelWorldState().Index() == 0)
if (!myCamera->IsStereo() || !aContext->HasStereoBuffers())
{
// single-pass monographic rendering
- const OpenGl_Matrix* aProj = (const OpenGl_Matrix*) &myCamera->ProjectionMatrix();
+ const OpenGl_Matrix* aProj = (const OpenGl_Matrix*) &myCamera->ProjectionMatrixF();
- const OpenGl_Matrix* aOrient = (const OpenGl_Matrix*) &myCamera->OrientationMatrix();
+ const OpenGl_Matrix* aOrient = (const OpenGl_Matrix*) &myCamera->OrientationMatrixF();
// redraw scene with normal orientation and projection
RedrawScene (thePrintContext, theWorkspace, aProj, aOrient);
else
{
// two stereographic passes
- const OpenGl_Matrix* aLProj = (const OpenGl_Matrix*) &myCamera->ProjectionStereoLeft();
- const OpenGl_Matrix* aRProj = (const OpenGl_Matrix*) &myCamera->ProjectionStereoRight();
- const OpenGl_Matrix* aOrient = (const OpenGl_Matrix*) &myCamera->OrientationMatrix();
+ const OpenGl_Matrix* aLProj = (const OpenGl_Matrix*) &myCamera->ProjectionStereoLeftF();
+ const OpenGl_Matrix* aRProj = (const OpenGl_Matrix*) &myCamera->ProjectionStereoRightF();
+ const OpenGl_Matrix* aOrient = (const OpenGl_Matrix*) &myCamera->OrientationMatrixF();
// safely switch to left Eye buffer
aContext->SetDrawBufferLeft();