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The impact for EmulGL (only) is that - without hack - the 2D to 3D projection provides Coord3D(0,0,0), leading to invisible tick and axis labels placed on the upper left corner for XZ and YZ projection only.
This is not the case for XY projection, and this never happens with Native charts.
Origin
When Camera.screenToModel is called by TextRenderer.to3D, The GLU.inverseMatrix44 method returns matrices full of NaN values.
A solution could be to provide a new implementation of inverseMatrix44, without confidence that it would be as efficient as this one. NB : the code comments let us think that this implementation is the second attempt.
Workaround
In order to get a quick (and dirty) fix, we simply let the view shift a little bit the viewpoint (only in the case of EmulGL) to ensure we do not fall in the case.
This is sometime not even visible, e.g. fix for XZ
This is sometime visible a bit, e.g. fix for YZ
Reproduce
See this integration test and run the test as a program rather than a unit test
Symptom
The impact for EmulGL (only) is that - without hack - the 2D to 3D projection provides Coord3D(0,0,0), leading to invisible tick and axis labels placed on the upper left corner for XZ and YZ projection only.
This is not the case for XY projection, and this never happens with Native charts.
Origin
When
Camera.screenToModel
is called byTextRenderer.to3D
, The GLU.inverseMatrix44 method returns matrices full of NaN values.A solution could be to provide a new implementation of
inverseMatrix44
, without confidence that it would be as efficient as this one. NB : the code comments let us think that this implementation is the second attempt.Workaround
In order to get a quick (and dirty) fix, we simply let the view shift a little bit the viewpoint (only in the case of EmulGL) to ensure we do not fall in the case.
This is sometime not even visible, e.g. fix for XZ
This is sometime visible a bit, e.g. fix for YZ
Reproduce
See this integration test and run the test as a program rather than a unit test
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