StelProjector.hpp   StelProjector.hpp 
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//! For many projections without discontinuity, this should return a lways false, but for other like //! For many projections without discontinuity, this should return a lways false, but for other like
//! cylindrical projection it will return true if the line cuts the wrap-around line (i.e. at lon=180 if the observer look at lon=0). //! cylindrical projection it will return true if the line cuts the wrap-around line (i.e. at lon=180 if the observer look at lon=0).
virtual bool intersectViewportDiscontinuityInternal(const Vec3d& p1, const Vec3d& p2) const = 0; virtual bool intersectViewportDiscontinuityInternal(const Vec3d& p1, const Vec3d& p2) const = 0;
//! Determine whether a cap intersects with a projection discontinui ty. //! Determine whether a cap intersects with a projection discontinui ty.
virtual bool intersectViewportDiscontinuityInternal(const Vec3d& cap N, double capD) const = 0; virtual bool intersectViewportDiscontinuityInternal(const Vec3d& cap N, double capD) const = 0;
//! Initialize the bounding cap. //! Initialize the bounding cap.
virtual void computeBoundingCap(); virtual void computeBoundingCap();
ModelViewTranformP modelViewTransform; // Operator to apply (if not NULL) before the modelview projection step ModelViewTranformP modelViewTransform; // Operator to apply (if not Q_NULLPTR) before the modelview projection step
float flipHorz,flipVert; // Whether to flip in horizontal or vertical directions float flipHorz,flipVert; // Whether to flip in horizontal or vertical directions
float pixelPerRad; // pixel per rad at the center o f the viewport disk float pixelPerRad; // pixel per rad at the center o f the viewport disk
StelProjectorMaskType maskType; // The current projector mask StelProjectorMaskType maskType; // The current projector mask
float zNear, oneOverZNearMinusZFar; // Near and far clipping planes float zNear, oneOverZNearMinusZFar; // Near and far clipping planes
Vec4i viewportXywh; // Viewport parameters Vec4i viewportXywh; // Viewport parameters
Vec2f viewportCenter; // Viewport center in screen pix el Vec2f viewportCenter; // Viewport center in screen pix el
Vec2f viewportCenterOffset; // Viewport center's offset in f ractions of screen width/height. Usable e.g. in cylindrical projection to m ove horizon down. Vec2f viewportCenterOffset; // Viewport center's offset in f ractions of screen width/height. Usable e.g. in cylindrical projection to m ove horizon down.
// Currently only Y shift is ful ly implemented, X shift likely not too meaningful. // Currently only Y shift is ful ly implemented, X shift likely not too meaningful.
float viewportFovDiameter; // diameter of the FOV disk in p ixel float viewportFovDiameter; // diameter of the FOV disk in p ixel
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