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authorSean Harmer <sean.harmer@kdab.com>2017-04-14 14:36:41 +0100
committerSean Harmer <sean.harmer@kdab.com>2017-04-14 17:20:33 +0000
commit63df2136a1c0f68cc466864a07dd55f5bf7ca41f (patch)
tree4dd70af1bd702a9030aae8b83ce0938fa4b28b6d /src/render/backend/renderview.cpp
parent4fb03dc1d50c9638b6045e1d99fbeff863662c2d (diff)
Don't enable default light when an environment light is used
Just causes confusion and leads to saturated fragments. Task-number: QTBUG-60178 Change-Id: I39c281cf2f3a78c1b90330efae6584ac181a5310 Reviewed-by: Mike Krus <mike.krus@kdab.com>
Diffstat (limited to 'src/render/backend/renderview.cpp')
-rw-r--r--src/render/backend/renderview.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/render/backend/renderview.cpp b/src/render/backend/renderview.cpp
index 410f7a681..03f61b2d9 100644
--- a/src/render/backend/renderview.cpp
+++ b/src/render/backend/renderview.cpp
@@ -830,7 +830,8 @@ void RenderView::setShaderAndUniforms(RenderCommand *command, RenderPass *rPass,
if (uniformNamesIds.contains(LIGHT_COUNT_NAME_ID))
setUniformValue(command->m_parameterPack, LIGHT_COUNT_NAME_ID, UniformValue(qMax(1, lightIdx)));
- if (activeLightSources.isEmpty()) {
+ // If no active light sources and no environment light, add a default light
+ if (activeLightSources.isEmpty() && !environmentLight) {
// Note: implicit conversion of values to UniformValue
setUniformValue(command->m_parameterPack, LIGHT_POSITION_NAMES[0], QVector3D(10.0f, 10.0f, 0.0f));
setUniformValue(command->m_parameterPack, LIGHT_TYPE_NAMES[0], int(QAbstractLight::PointLight));