chart2/source/view/main/GL3DRenderer.cxx |   14 +++++++-------
 1 file changed, 7 insertions(+), 7 deletions(-)

New commits:
commit 56d5364b711745e563eb20957e91a18c9fee5556
Author: Markus Mohrhard <markus.mohrh...@googlemail.com>
Date:   Thu May 22 17:30:39 2014 +0200

    Revert "add reverse bars code"
    
    This reverts commit 07ef1602dfc48301031dc92d1795a42c2b6d8769.

diff --git a/chart2/source/view/main/GL3DRenderer.cxx 
b/chart2/source/view/main/GL3DRenderer.cxx
index d6c1dff..1f8fe41 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -348,7 +348,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float 
fRadius, int iSubDivY, int
     glm::vec3 actualNormals[3];
     std::vector<unsigned short> indeices[5];
     glm::vec3 externSurNormal;
-    glm::mat4 corrctCoord = glm::translate(glm::vec3(0.0f, 0.0f, depth / 2.0f 
- fRadius));
+    glm::mat4 corrctCoord = glm::translate(glm::vec3(width / 2.0f, height / 
2.0f, depth / 2.0f - fRadius));
     m_RoundBarMesh.topThreshold = topThreshold;
     m_RoundBarMesh.bottomThreshold = bottomThreshold;
     m_RoundBarMesh.iMeshStartIndices = m_Vertices.size();
@@ -978,14 +978,13 @@ void OpenGL3DRenderer::AddShape3DExtrudeObject(bool 
roundedCorner, sal_uInt32 nC
     glm::vec4 DirX = modelMatrix * glm::vec4(1.0, 0.0, 0.0, 0.0);
     glm::vec4 DirY = modelMatrix * glm::vec4(0.0, 1.0, 0.0, 0.0);
     glm::vec4 DirZ = modelMatrix * glm::vec4(0.0, 0.0, 1.0, 0.0);
-    float crossZ = glm::normalize(glm::dot(glm::vec3(DirZ), glm::vec3(0.0, 
0.0, 1.0)));
-    m_Extrude3DInfo.reverse = (crossZ > 0 ? 0 : 1);
     m_Extrude3DInfo.xScale = glm::length(DirX);
     m_Extrude3DInfo.yScale = glm::length(DirY);
     m_Extrude3DInfo.zScale = glm::length(DirZ);
     glm::mat4 transformMatrixInverse = 
glm::inverse(glm::translate(glm::vec3(tranform)));
-    glm::mat4 scaleMatrixInverse = 
glm::inverse(glm::scale(m_Extrude3DInfo.xScale, m_Extrude3DInfo.yScale, 
m_Extrude3DInfo.zScale * crossZ));
+    glm::mat4 scaleMatrixInverse = 
glm::inverse(glm::scale(m_Extrude3DInfo.xScale, m_Extrude3DInfo.yScale, 
m_Extrude3DInfo.zScale));
     m_Extrude3DInfo.rotation = transformMatrixInverse * modelMatrix * 
scaleMatrixInverse;
+
     //color
     m_Extrude3DInfo.extrudeColor = getColorAsVector(nColor);
     m_Extrude3DInfo.material.materialColor = 
m_Extrude3DInfo.extrudeColor;//material color seems to be the same for all 
parts, so we use the polygon color
@@ -1021,8 +1020,8 @@ void OpenGL3DRenderer::AddShape3DExtrudeObject(bool 
roundedCorner, sal_uInt32 nC
     m_SenceBox.minXCoord = std::min(m_SenceBox.minXCoord, 
m_Extrude3DInfo.xTransform);
     m_SenceBox.maxYCoord = std::max(m_SenceBox.maxYCoord, 
m_Extrude3DInfo.yTransform + m_Extrude3DInfo.yScale);
     m_SenceBox.minYCoord = std::min(m_SenceBox.minYCoord, 
m_Extrude3DInfo.yTransform );
-    m_SenceBox.maxZCoord = std::max(m_SenceBox.maxZCoord, 
m_Extrude3DInfo.zTransform - (m_Extrude3DInfo.reverse - 1) * 
m_Extrude3DInfo.zScale);
-    m_SenceBox.minZCoord = std::min(m_SenceBox.minZCoord, 
m_Extrude3DInfo.zTransform - m_Extrude3DInfo.reverse * m_Extrude3DInfo.zScale);
+    m_SenceBox.maxZCoord = std::max(m_SenceBox.maxZCoord, 
m_Extrude3DInfo.zTransform + m_Extrude3DInfo.zScale);
+    m_SenceBox.minZCoord = std::min(m_SenceBox.minZCoord, 
m_Extrude3DInfo.zTransform);
 }
 
 void OpenGL3DRenderer::EndAddShape3DExtrudeObject()
@@ -1130,7 +1129,7 @@ void OpenGL3DRenderer::RenderExtrudeBottomSurface(const 
Extrude3DInfo& extrude3D
     }
     else
     {
-        glm::mat4 topTrans = glm::translate(glm::vec3(0.0, 0.0, 
-actualZTrans));
+        glm::mat4 topTrans = glm::translate(glm::vec3(0.0, 0.0, actualZTrans));
         glm::mat4 topScale = glm::scale(xyScale, xyScale, xyScale);
         glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, 
trans.y, trans.z));
         m_Model = aTranslationMatrix * extrude3D.rotation * topTrans * 
topScale;
@@ -1351,6 +1350,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
             CHECK_GL_ERROR();
             glBindBuffer(GL_UNIFORM_BUFFER, 0);
         }
+        extrude3DInfo.reverse = 0;
         if (extrude3DInfo.rounded)
         {
             glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_CubeElementBuf);
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