glDepthFunc( GL_LEQUAL );
glEnable( GL_CULL_FACE );
- glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
- glLoadIdentity();
- glGetDoublev( GL_MODELVIEW_MATRIX, m_RotationMatrix );
- glPopMatrix();
+ m_rotationMatrix.loadIdentity();
glEnable( GL_NORMALIZE );
glEnable( GL_LIGHTING );
// set up the camera
glLoadIdentity();
glTranslated ( 0.0, 0.0, -3.0 * getMolRadius() );
- glMultMatrixd ( m_RotationMatrix );
+ glMultMatrixd ( m_rotationMatrix.array() );
// set up fog
if( m_useFog && renderMode == GL_RENDER )
glLoadIdentity();
glRotated( deltaDragging.x(), 0.0, 1.0, 0.0 );
glRotated( deltaDragging.y(), 1.0, 0.0, 0.0 );
- glMultMatrixd( m_RotationMatrix );
- glGetDoublev( GL_MODELVIEW_MATRIX, m_RotationMatrix );
+ glMultMatrixd( m_rotationMatrix.array() );
+ glGetDoublev( GL_MODELVIEW_MATRIX, m_rotationMatrix.array() );
glPopMatrix();
updateGL();
}
//no idea what value is for what... :)
glRotated( 10.0, 0.0, 1.0, 0.0 );
glRotated( 10.0, 1.0, 0.0, 0.0 );
- glMultMatrixd( m_RotationMatrix );
- glGetDoublev( GL_MODELVIEW_MATRIX, m_RotationMatrix );
+ glMultMatrixd( m_rotationMatrix );
+ glGetDoublev( GL_MODELVIEW_MATRIX, m_rotationMatrix );
glPopMatrix();
updateGL();
*/