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authorPaul Lemire <paul.lemire@kdab.com>2019-10-29 12:26:52 +0100
committerPaul Lemire <paul.lemire@kdab.com>2019-10-29 12:28:08 +0100
commit1900fa29926d9b8756250b155ebf92cc4769aecd (patch)
tree82e751ba05841c80c92b39be6da858a303941d43 /examples/qt3d/qgltf
parent2e8842d1c7cea00a9798930f3d5aacc26293b726 (diff)
Fix the way we compute light positions
We were using worldBoundingVolume->center() but this has been changed recently and a null bounding volume now cannot be transformed. Instead just use the worldMatrix transform to compute the light position. Change-Id: I2d884a4a5a3808ff812eb581f6bb631bbe6ab4c1 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'examples/qt3d/qgltf')
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