Kaydet (Commit) 4ccdfb50 authored tarafından Markus Mohrhard's avatar Markus Mohrhard Kaydeden (comit) Markus Mohrhard

make a few variables local, no need for member variables

Change-Id: I2559756acf655f73c782db023b7502f969346171
üst aead8978
......@@ -865,10 +865,10 @@ int OpenGLRender::CreateRenderObj(int width, int height)
int OpenGLRender::MoveModelf(PosVecf3 trans, PosVecf3 angle, PosVecf3 scale)
{
m_TranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_ScaleMatrix = glm::scale(glm::vec3(scale.x, scale.y, scale.z));
m_RotationMatrix = glm::eulerAngleYXZ(angle.y, angle.x, angle.z);
m_Model = m_TranslationMatrix * m_RotationMatrix * m_ScaleMatrix;
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
glm::mat4 aScaleMatrix = glm::scale(glm::vec3(scale.x, scale.y, scale.z));
glm::mat4 aRotationMatrix = glm::eulerAngleYXZ(angle.y, angle.x, angle.z);
m_Model = aTranslationMatrix * aRotationMatrix * aScaleMatrix;
return 0;
}
......@@ -928,9 +928,6 @@ void OpenGLRender::Release()
OpenGLRender::OpenGLRender(uno::Reference< drawing::XShape > xTarget):
m_Model(glm::mat4(1.0f)),
m_TranslationMatrix(glm::translate(m_Model, glm::vec3(0.0f, 0.0f, 0.0f))),
m_RotationMatrix(glm::eulerAngleYXZ(0.0f, 0.0f, 0.0f)),
m_ScaleMatrix(glm::scale(m_Model, glm::vec3(1.0f, 1.0f, 1.0f))),
m_Line2DColor(glm::vec4(1.0, 0.0, 0.0, 1.0)),
m_TextureObj(0),
m_FboID(0),
......
......@@ -208,12 +208,6 @@ private:
// Our ModelViewProjection : multiplication of our 3 matrices
glm::mat4 m_MVP;
glm::mat4 m_TranslationMatrix;
glm::mat4 m_RotationMatrix;
glm::mat4 m_ScaleMatrix;
GLint m_RenderProID;
glm::vec4 m_Line2DColor;
......
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