summaryrefslogtreecommitdiffstats
path: root/examples
diff options
context:
space:
mode:
authorPaul Lemire <paul.lemire@kdab.com>2014-07-23 10:13:51 +0200
committerSean Harmer <sean.harmer@kdab.com>2014-07-25 00:09:52 +0200
commit944cdf50c4967f39852447e653ef8493d6625f4b (patch)
tree36c96f9b582e13722ce7f03bc9a82f052d719a5f /examples
parent9523014d7cf448f91e3f7152b00aaf554bd4b09c (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.qml3
-rw-r--r--examples/simple-qml/main.qml2
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},