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author | Paul Lemire <paul.lemire@kdab.com> | 2014-10-20 08:59:46 +0200 |
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committer | Paul Lemire <paul.lemire@kdab.com> | 2014-10-22 10:45:27 +0200 |
commit | 62f9d57d8e4e9dc77f3eceb9f9c8413998143ca5 (patch) | |
tree | 0a893df288bbabb0d0f59b5cb238d9302cbd1e50 /src/plugins | |
parent | 5d31b5f774475f87a00447c4eac6eb96e9651675 (diff) |
QMeshData: enum for primitives
Each value in the enums maps directly to the correct GLint for a given
primitive patch.
This allows to still return an int to be used directly by the renderer.
This should also fix compilation error of ES2.
Change-Id: I7ec54dcb2cbb02b67fa6225bb80fb7e691687e2c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/plugins')
-rw-r--r-- | src/plugins/sceneparsers/assimp/assimpparser.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/plugins/sceneparsers/assimp/assimpparser.cpp b/src/plugins/sceneparsers/assimp/assimpparser.cpp index 68a11337f..1afe1856f 100644 --- a/src/plugins/sceneparsers/assimp/assimpparser.cpp +++ b/src/plugins/sceneparsers/assimp/assimpparser.cpp @@ -454,7 +454,7 @@ void AssimpParser::loadMesh(uint meshIndex) aiMesh *mesh = m_scene->m_aiScene->mMeshes[meshIndex]; // Primitive are always triangles with the current Assimp's configuration - QMeshDataPtr meshData(new QMeshData(GL_TRIANGLES)); + QMeshDataPtr meshData(new QMeshData(QMeshData::Triangles)); // Mesh Name QString meshName = QString::fromUtf8(mesh->mName.data); |