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authorPaul Lemire <paul.lemire@kdab.com>2015-01-21 15:23:39 +0100
committerPaul Lemire <paul.lemire@kdab.com>2015-01-24 14:30:24 +0100
commiteeab3dabf1b374867377128330c302228759bb5f (patch)
treefd7620fd743a0a57bf7f2f8dff9a9c756c65f100 /src/render/frontend
parent7bc827504190858bccdff82f63211f4988bc48df (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.h2
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;