diff options
author | Paul Lemire <paul.lemire@kdab.com> | 2014-07-23 10:13:51 +0200 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2014-07-25 00:09:52 +0200 |
commit | 944cdf50c4967f39852447e653ef8493d6625f4b (patch) | |
tree | 36c96f9b582e13722ce7f03bc9a82f052d719a5f /examples | |
parent | 9523014d7cf448f91e3f7152b00aaf554bd4b09c (diff) |
simple-qml update to use RenderPassFiltering
The top right viewport now has a RenderPass filtering with criterion search
for RenderPasses named Texture. This has for result of showing only the
textured ball and use the default renderpass for other meshes.
In the bottom viewport, no filtering is used and balls that are rendered
without effect in the top right viewport, should appear with a changing color.
Change-Id: Id7c6c497dae93433381bb116608239539ffac78a
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples')
-rw-r--r-- | examples/simple-qml/ForwardRenderer.qml | 3 | ||||
-rw-r--r-- | examples/simple-qml/main.qml | 2 |
2 files changed, 2 insertions, 3 deletions
diff --git a/examples/simple-qml/ForwardRenderer.qml b/examples/simple-qml/ForwardRenderer.qml index 5b2258b71..dcba59caf 100644 --- a/examples/simple-qml/ForwardRenderer.qml +++ b/examples/simple-qml/ForwardRenderer.qml @@ -77,8 +77,7 @@ TechniqueFilter { objectName : "cameraSelector" LayerFilter { id : layerFilter - RenderPassFilter { renderPassName: "zFill" } - RenderPassFilter { renderPassName: "lighting" } + RenderPassFilter { criteria : [Criterion {name : "Name"; value : "Texture" }] } } } } diff --git a/examples/simple-qml/main.qml b/examples/simple-qml/main.qml index 4496f0ef3..26de6f0a2 100644 --- a/examples/simple-qml/main.qml +++ b/examples/simple-qml/main.qml @@ -274,7 +274,7 @@ Entity { openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 } renderPasses : [ RenderPass { - criteria : [] + criteria : [Criterion {name : "Name"; value : "Texture" }] bindings : [ // Add only the bindings needed for a shader ParameterMapper {parameterName: "vertexTexCoord"; shaderVariableName: "texCoord0"; bindingType: ParameterMapper.Attribute}, ParameterMapper {parameterName: "tex"; shaderVariableName: "texture"; bindingType: ParameterMapper.Uniform}, |