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authorweigao <weigao@multicorewareinc.com>2014-08-27 18:50:41 +0800
committerMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2014-08-27 11:45:44 +0200
commited48265c56dd7aad075260cdec915d964c406340 (patch)
tree1e28d1a8db6f45b486b335e6bb17f2d7e576ece1 /chart2
parent155f0b84c18f258ca0a7c94c7d605333c55a2aae (diff)
correct the variable name
Change-Id: I053c99c1b544fd64951c42ebe1c232cd1768e79f
Diffstat (limited to 'chart2')
-rw-r--r--chart2/source/view/inc/GL3DRenderer.hxx2
-rw-r--r--chart2/source/view/main/GL3DRenderer.cxx4
2 files changed, 3 insertions, 3 deletions
diff --git a/chart2/source/view/inc/GL3DRenderer.hxx b/chart2/source/view/inc/GL3DRenderer.hxx
index 3be3771803a6..fe3e96d7836b 100644
--- a/chart2/source/view/inc/GL3DRenderer.hxx
+++ b/chart2/source/view/inc/GL3DRenderer.hxx
@@ -200,7 +200,7 @@ public:
sal_uInt32 nUniqueId);
void CreateScreenTextTexture(const boost::shared_array<sal_uInt8> &bitmapBuf,
::Size maSizePixels, const glm::vec2& vTopLeft,
- const glm::vec2& vBottomRight, glm::vec3 vPos, glm::vec4 screenTextColor, sal_uInt32 nUniqueId);
+ const glm::vec2& vBottomRight, glm::vec3 vPos, glm::vec4 vScreenTextColor, sal_uInt32 nUniqueId);
void ProcessUnrenderedShape(bool bNewScene);
void SetPickingMode(bool bPickingMode);
diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx
index 9a2bbf22ec64..3a38cfdada36 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -1670,7 +1670,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
void OpenGL3DRenderer::CreateScreenTextTexture(
const boost::shared_array<sal_uInt8> &bitmapBuf,
::Size maSizePixels, const glm::vec2& vTopLeft,
- const glm::vec2& vBottomRight, glm::vec3 vPos, glm::vec4 screenTextColor, sal_uInt32 nUniqueId)
+ const glm::vec2& vBottomRight, glm::vec3 vPos, glm::vec4 vScreenTextColor, sal_uInt32 nUniqueId)
{
long bmpWidth = maSizePixels.Width();
long bmpHeight = maSizePixels.Height();
@@ -1694,7 +1694,7 @@ void OpenGL3DRenderer::CreateScreenTextTexture(
aTextInfo.vertex[10] = vBottomRight.y;
aTextInfo.vertex[11] = 0;
aTextInfo.pos = vPos;
- aTextInfo.textColor = screenTextColor;
+ aTextInfo.textColor = vScreenTextColor;
CHECK_GL_ERROR();
glGenTextures(1, &aTextInfo.texture);