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authorPaul Lemire <paul.lemire@kdab.com>2015-01-16 11:27:41 +0100
committerSean Harmer <sean.harmer@kdab.com>2015-01-18 15:31:12 +0100
commitefeff9987d5191031231335573610d9ae34173da (patch)
tree45a09ff1e8251de31751d0f931f2d2b27682b6fe /examples/deferred-renderer-cpp/main.cpp
parentd1409531fd29eec8f04da80aa62f5823e22bce11 (diff)
deferred-renderer-cpp: Use ShaderData to fill lights for GL2 Technique
To test OpenGL2: comment addTechnique(m_gl3Technique); in finaleffect.cpp Note: also fixed the FrameGraph tree, the draw screen quad was executed first and then the fill GBUffer, it still worked as the screen quad reused the GBuffer from the previous frame. Change-Id: I52c0c11017e057a5042804ad49ccd1a3baf1d857 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples/deferred-renderer-cpp/main.cpp')
-rw-r--r--examples/deferred-renderer-cpp/main.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/examples/deferred-renderer-cpp/main.cpp b/examples/deferred-renderer-cpp/main.cpp
index be8a48add..4fc7c24b3 100644
--- a/examples/deferred-renderer-cpp/main.cpp
+++ b/examples/deferred-renderer-cpp/main.cpp
@@ -186,7 +186,8 @@ int main(int ac, char **av)
lightsData->addLight(light2);
lightsData->addLight(light3);
- screenQuadMaterial->addParameter(new Qt3D::QParameter(QStringLiteral("PointLightBlock"), QVariant::fromValue(lightsData)));
+ finalEffect->gl3Technique()->addParameter(new Qt3D::QParameter(QStringLiteral("PointLightBlock"), QVariant::fromValue(lightsData)));
+ finalEffect->gl2Technique()->addParameter(new Qt3D::QParameter(QStringLiteral("pointLights"), QVariant::fromValue(lightsData)));
screenQuadMaterial->setEffect(finalEffect);
Qt3D::QRotateTransform *screenPlaneRotation = new Qt3D::QRotateTransform();