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author | Paul Lemire <paul.lemire@kdab.com> | 2015-01-21 15:23:39 +0100 |
---|---|---|
committer | Paul Lemire <paul.lemire@kdab.com> | 2015-01-24 14:30:24 +0100 |
commit | eeab3dabf1b374867377128330c302228759bb5f (patch) | |
tree | fd7620fd743a0a57bf7f2f8dff9a9c756c65f100 /src/render/frontend | |
parent | 7bc827504190858bccdff82f63211f4988bc48df (diff) |
RenderShaderData: ModelToEye/ModelToWorld property transform
* Reuse jobs in QRenderAspect
* Added FramePreparationJob which:
- updates RenderShaderData with node world matrix
- create bounding volume for nodes
* RenderShaderData slightly modified to accommodate the transformed properties
- needsUpdate now takes the viewMatrix
- fix a bug where for a nested array, order wasn't maintained if not all the
elements had been updated
Change-Id: I0d91dc1d52c4333be74cce56c334aea70498138e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/frontend')
-rw-r--r-- | src/render/frontend/sphere.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/render/frontend/sphere.h b/src/render/frontend/sphere.h index 24b584367..252a5ec95 100644 --- a/src/render/frontend/sphere.h +++ b/src/render/frontend/sphere.h @@ -67,6 +67,8 @@ public: void setCenter(const QVector3D &c); QVector3D center() const; + inline bool isNull() { return m_center == QVector3D() && m_radius == 0.0f; } + void setRadius(float r); float radius() const; |