#include "qgsframegraph.h"
#include "qgsdirectionallightsettings.h"
#include "qgspostprocessingentity.h"
#include "qgspreviewquad.h"
#include "qgs3dutils.h"
#include "qgsambientocclusionrenderentity.h"
#include "qgsambientocclusionblurentity.h"
#include <Qt3DCore/QAttribute>
#include <Qt3DCore/QBuffer>
#include <Qt3DCore/QGeometry>
#include <Qt3DRender/QGeometryRenderer>
#include <Qt3DRender/QTechnique>
#include <Qt3DRender/QGraphicsApiFilter>
#include <Qt3DRender/QBlendEquation>
#include <Qt3DRender/QColorMask>
#include <Qt3DRender/QSortPolicy>
#include <Qt3DRender/QPointSize>
#include <Qt3DRender/QSeamlessCubemap>
#include <Qt3DRender/QNoDepthMask>
#include <Qt3DRender/QBlendEquationArguments>
#include <Qt3DExtras/QTextureMaterial>
#include <Qt3DRender/QAbstractTexture>
#include "qgsfgutils.h"
#include <Qt3DRender/QNoDraw>
#include <Qt3DRender/QClipPlane>
Go to the source code of this file.
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void | calculateViewExtent (Qt3DRender::QCamera *camera, float shadowRenderingDistance, float y, float &minX, float &maxX, float &minY, float &maxY, float &minZ, float &maxZ) |
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◆ Qt3DQAttribute
◆ Qt3DQBuffer
◆ Qt3DQGeometry
◆ calculateViewExtent()
void calculateViewExtent |
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Qt3DRender::QCamera * |
camera, |
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float |
shadowRenderingDistance, |
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float |
y, |
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float & |
minX, |
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float & |
maxX, |
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float & |
minY, |
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float & |
maxY, |
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float & |
minZ, |
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float & |
maxZ |
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) |
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