From 4db18dc608b6739c90b76166d2560fbd7013832c Mon Sep 17 00:00:00 2001 From: Stefan Suhren Date: Tue, 17 Nov 2015 10:00:10 +0100 Subject: Get rid of normalized --- src/glsphere.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/src/glsphere.cpp b/src/glsphere.cpp index e5348f2..1a40540 100644 --- a/src/glsphere.cpp +++ b/src/glsphere.cpp @@ -14,8 +14,8 @@ void GLSphere::makeSurface(QVector *pointContainer, QVector3D t0 = QVector3D(0.0, 0.0, 0.0); //dummy texture - QVector3D northpol = v_Y * m_radius; - QVector3D southpol = -v_Y * m_radius; + QVector3D northpol = v_Y; + QVector3D southpol = -v_Y; QVector3D point1; QVector3D point2; @@ -24,19 +24,19 @@ void GLSphere::makeSurface(QVector *pointContainer, for (int slice = 1; slice < m_slices; slice += 2) { - m_points->append(GLPoint(northpol, northpol.normalized(), t0, m_color)); + m_points->append(GLPoint(m_radius * northpol, northpol, t0, m_color)); for (int stack = 1; stack < m_stacks; stack++) { point1 = calculatePoint(2 * M_PI * slice / m_slices, stack * M_PI / m_stacks); - m_points->append(GLPoint(point1, point1.normalized(), t0, m_color)); + m_points->append(GLPoint(m_radius * point1, point1, t0, m_color)); point2 = calculatePoint(2 * M_PI * (slice - 1) / m_slices, stack * M_PI / m_stacks); - m_points->append(GLPoint(point2, point2.normalized(), t0, m_color)); + m_points->append(GLPoint(m_radius * point2, point2, t0, m_color)); } - m_points->append(GLPoint(southpol, southpol.normalized(), t0, m_color)); + m_points->append(GLPoint(m_radius * southpol, southpol, t0, m_color)); } m_nextPoint = m_points->size(); @@ -44,9 +44,9 @@ void GLSphere::makeSurface(QVector *pointContainer, QVector3D GLSphere::calculatePoint(double sliceRotation, double stackRotation) { - double x = m_radius * sin(stackRotation) * sin(sliceRotation); - double y = m_radius * cos(stackRotation); - double z = m_radius * sin(stackRotation) * cos(sliceRotation); + double x = sin(stackRotation) * sin(sliceRotation); + double y = cos(stackRotation); + double z = sin(stackRotation) * cos(sliceRotation); return QVector3D(x, y, z); } -- cgit v1.2.3-70-g09d2