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authorSean Harmer <sean.harmer@kdab.com>2017-08-04 16:12:16 +0100
committerSean Harmer <sean.harmer@kdab.com>2017-08-10 10:41:27 +0000
commite2e1a7986f92f76a2a2e79f911248de604af382f (patch)
tree46d18a7e9c6a574073742ba9aa76428624e854b6 /examples/qt3d/exampleresources/gltf.qrc
parentc74ce04b4f3d25c21ccea6b836d30b4dbda2b6c0 (diff)
Extend standard uniforms to cover skinningPalette
This requires obtaining the skinning palette uniform from the entity. Up until now the standard uniforms only needed the entity's world transform. Now we need more, refactor the affected functions to pass in a pointer to the entity we are creating render commands for. Change-Id: Iba3c34159e798857682b9962266da1367ce9095c Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples/qt3d/exampleresources/gltf.qrc')
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