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Graphics Scaling Wrong
RingAndReed last edited by
I'm not sure if this is the place to post: I originally posted in general desktop, but after several days, no one is answering. This has to do with graphics rendering, so I hope games is a good place....
There's probably a documentation page for this somewhere, but I don't even know where to start looking. I don't think my own code will be of any use here, the screen-shot should say it all.
I'm using a Q3DSurface with QSurface3DSeries (nearly copy-past from the 3D Chart Example) but my data set is thousands of points ranging from x=[-3.2, 3.2] y=[0.0, 21.6] and z=[0.0, 1.0]. All these ranges represent millimetre measurements.
Thing is, the axes don't seem to value millimetres the same way! The x-range is only ~6mm and yet it's much longer than the y-range of ~21 mm. I have even tried flipping x into y or into z, but the distortion between axes remains.
Is there any way to be sure that an increment of 0.1 in x has the same length as 0.1 in y and same length as 0.1 in z?
Please don't post the same question in multiple sub-forum, one is enough.
Closing this one.