mirror of https://github.com/CGAL/cgal
now z-axis looks upwards
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@ -154,6 +154,7 @@ void MainWidget::resizeGL(int w, int h)
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void MainWidget::paintGL()
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{
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QMatrix4x4 model;
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model.rotate(-90, 1,0,0); // this makes z-axes point upwards!
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const auto view = m_camera.get_view_matrix();
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const auto projection = m_camera.get_projection_matrix();
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const auto mvp = projection * view * model;
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@ -194,7 +195,10 @@ void MainWidget::paintGL()
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sp.set_uniform("u_mvp", mvp);
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// compute the cutting plane
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auto c = m_camera.get_pos();
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// remember that we are passing the local vertex positions of the sphere
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// between the vertex and fragment shader stages, so we need to convert
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// the camera-pos in world coords to sphere's local coords!
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auto c = model.inverted() * m_camera.get_pos();
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const auto d = c.length();
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const auto r = 1.0f;
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const auto sin_alpha = r / d;
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