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Rework 3d light configuration GUI so that point and directional
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lights aren't separated into distinct tabs

This hopefully avoids the papercut issue where its not obvious
to users exactly which existing lights are in a scene, and also
follows the UI pattern used elsewhere (e.g. symbol layers)
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nyalldawson committed Oct 21, 2020
1 parent dd593fd commit 3019b82
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Showing 5 changed files with 643 additions and 500 deletions.
3 changes: 1 addition & 2 deletions src/app/3d/qgs3dmapconfigwidget.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -135,8 +135,7 @@ Qgs3DMapConfigWidget::Qgs3DMapConfigWidget( Qgs3DMapSettings *map, QgsMapCanvas
QgsPhongMaterialSettings terrainShadingMaterial = mMap->terrainShadingMaterial();
widgetTerrainMaterial->setSettings( &terrainShadingMaterial, nullptr );

widgetLights->setPointLights( mMap->pointLights() );
widgetLights->setDirectionalLights( mMap->directionalLights() );
widgetLights->setLights( mMap->pointLights(), mMap->directionalLights() );

connect( cboTerrainType, static_cast<void ( QComboBox::* )( int )>( &QComboBox::currentIndexChanged ), this, &Qgs3DMapConfigWidget::onTerrainTypeChanged );
connect( cboTerrainLayer, static_cast<void ( QComboBox::* )( int )>( &QgsMapLayerComboBox::currentIndexChanged ), this, &Qgs3DMapConfigWidget::onTerrainLayerChanged );
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