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author | Paul Lemire <paul.lemire@kdab.com> | 2019-10-29 12:26:52 +0100 |
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committer | Paul Lemire <paul.lemire@kdab.com> | 2019-10-29 12:28:08 +0100 |
commit | 1900fa29926d9b8756250b155ebf92cc4769aecd (patch) | |
tree | 82e751ba05841c80c92b39be6da858a303941d43 /examples/qt3d/scene3d | |
parent | 2e8842d1c7cea00a9798930f3d5aacc26293b726 (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/scene3d')
0 files changed, 0 insertions, 0 deletions