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authorMauro Persano <mauro.persano@kdab.com>2018-01-30 18:05:52 -0200
committerMike Krus <mike.krus@kdab.com>2018-02-01 22:24:02 +0000
commit272969ad0af576c4f32aa7a11a2b508365bcc084 (patch)
tree44b9438caaaadeabeaf2e6704020836ec734d4ad
parentc44c456e77b269cfdf22a8211c4cb5891329bb50 (diff)
Don't compute bounding volumes for patch-based geometry
The actual geometry for patch-based geometry renderers is computed in tessellation shaders, so don't try to compute bounding volumes. Task-number: QTBUG-66073 Change-Id: I9ff13c526859020ff85ba84e6db7c4c4b7335974 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
-rw-r--r--src/render/jobs/calcboundingvolumejob.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/render/jobs/calcboundingvolumejob.cpp b/src/render/jobs/calcboundingvolumejob.cpp
index 0a6e5dfca..af9781693 100644
--- a/src/render/jobs/calcboundingvolumejob.cpp
+++ b/src/render/jobs/calcboundingvolumejob.cpp
@@ -191,7 +191,7 @@ void calculateLocalBoundingVolume(NodeManagers *manager, Entity *node)
return;
GeometryRenderer *gRenderer = node->renderComponent<GeometryRenderer>();
- if (gRenderer) {
+ if (gRenderer && gRenderer->primitiveType() != QGeometryRenderer::Patches) {
Geometry *geom = manager->lookupResource<Geometry, GeometryManager>(gRenderer->geometryId());
if (geom) {