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authorPaul Lemire <paul.lemire@kdab.com>2014-10-20 08:44:50 +0200
committerPaul Lemire <paul.lemire@kdab.com>2014-10-22 10:45:16 +0200
commit5d31b5f774475f87a00447c4eac6eb96e9651675 (patch)
treee0206fbc355033b2d41a2ef423feb5c8fc488e8e /src/render/frontend/qcuboidmesh.cpp
parent0c8a6df93997e7aba0c8269ce986bd8fe4168d5b (diff)
QAbstractMeshData merged with QMeshData and moved to Renderer
That implied moving QAbstractMesh to Renderer as well. Change-Id: I9013bf0458b849f7805d214a70580a80e86d8c84 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/frontend/qcuboidmesh.cpp')
-rw-r--r--src/render/frontend/qcuboidmesh.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/render/frontend/qcuboidmesh.cpp b/src/render/frontend/qcuboidmesh.cpp
index d41448d58..03fefef5a 100644
--- a/src/render/frontend/qcuboidmesh.cpp
+++ b/src/render/frontend/qcuboidmesh.cpp
@@ -203,7 +203,7 @@ public:
{
}
- QAbstractMeshDataPtr operator ()() Q_DECL_OVERRIDE
+ QMeshDataPtr operator ()() Q_DECL_OVERRIDE
{
return createCuboidMesh(m_xExtent, m_yExtent, m_zExtent,
m_yzFaceResolution,
@@ -498,24 +498,24 @@ QMeshDataPtr createCuboidMesh(float xExtent,
QMeshDataPtr mesh(new QMeshData(GL_TRIANGLES));
quint32 offset = 0;
- mesh->addAttribute(QAbstractMeshData::defaultPositionAttributeName(),
+ mesh->addAttribute(QMeshData::defaultPositionAttributeName(),
AttributePtr(new Attribute(vertexBuffer, GL_FLOAT_VEC3, nVerts, offset, stride)));
offset += 3 * sizeof(float);
- mesh->addAttribute(QAbstractMeshData::defaultTextureCoordinateAttributeName(),
+ mesh->addAttribute(QMeshData::defaultTextureCoordinateAttributeName(),
AttributePtr(new Attribute(vertexBuffer, GL_FLOAT_VEC2, nVerts, offset, stride)));
offset += 2 * sizeof(float);
- mesh->addAttribute(QAbstractMeshData::defaultNormalAttributeName(),
+ mesh->addAttribute(QMeshData::defaultNormalAttributeName(),
AttributePtr(new Attribute(vertexBuffer, GL_FLOAT_VEC3, nVerts, offset, stride)));
offset += 3 * sizeof(float);
- mesh->addAttribute(QAbstractMeshData::defaultTangentAttributeName(),
+ mesh->addAttribute(QMeshData::defaultTangentAttributeName(),
AttributePtr(new Attribute(vertexBuffer, GL_FLOAT_VEC4, nVerts, offset, stride)));
mesh->setIndexAttribute(AttributePtr(new Attribute(indexBuffer, GL_UNSIGNED_SHORT, indexCount, 0, 0)));
- mesh->computeBoundsFromAttribute(QAbstractMeshData::defaultPositionAttributeName());
+ mesh->computeBoundsFromAttribute(QMeshData::defaultPositionAttributeName());
qCDebug(Render::Frontend) << "computed axis-aligned bounding box is:" << mesh->boundingBox();
return mesh;